@maka/maka-cli 5.63.1 → 5.65.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (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 +1 @@
1
- {"version":3,"file":"unlock.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/unlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AACzC,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AAEhF,MAAM,OAAO,aAAc,SAAQ,OAAO;IAC9B,MAAM,CAAC,IAAI,GAAG,QAAQ,CAAC;IACvB,MAAM,CAAC,WAAW,GAAG,gBAAgB,CAAC;IAEhD,KAAK,CAAC,OAAO,CAAC,IAAc;QAC1B,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;IAC3B,CAAC;IAEO,MAAM,CAAC,IAAc;QAC3B,qEAAqE;QACrE,qCAAqC;QACrC,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,MAAM,EAAE,CAAC;YAChC,OAAO,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,OAAO;gBACjC,CAAC,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,IAAI,OAAO,sEAAsE;gBACtH,CAAC,CAAC,8CAA8C,CAAC;QACrD,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACtB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,qCAAqC,CAAC,CAAC;YACzD,OAAO,+CAA+C,CAAC;QACzD,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,WAAW,EAAE,CAAC,CAAC,gCAAgC;QAC7E,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAExC,oCAAoC;QACpC,IAAI,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC,IAAI,CAC5C,CAAC,CAAC,SAAS,CAAC,EAAE,EAAE,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,MAAM,CACpD,CAAC;QAEF,8DAA8D;QAC9D,IAAI,CAAC,SAAS,EAAE,CAAC;YACf,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE;gBACpD,IAAI,CAAC,CAAC,CAAC,YAAY,IAAI,CAAC;oBAAE,OAAO,KAAK,CAAC;gBAEvC,MAAM,aAAa,GACjB,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,KAAK,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;oBACtD,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE;oBAC5B,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;gBAE/B,OAAO,aAAa,KAAK,MAAM,CAAC;YAClC,CAAC,CAAC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,SAAS,EAAE,CAAC;YACf,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,4CAA4C,MAAM,QAAQ,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;YAC1F,OAAO,wCAAwC,MAAM,SAAS,CAAC;QACjE,CAAC;QAED,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,SAAS,CAAC;QAEpC,IAAI,CAAC,CAAC,IAAI,YAAY,IAAI,CAAC,EAAE,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,iDAAiD,MAAM,GAAG,CAAC,CAAC;YAC9E,OAAO,wCAAwC,MAAM,SAAS,CAAC;QACjE,CAAC;QAED,4DAA4D;QAC5D,gEAAgE;QAChE,MAAM,KAAK,GAAG,YAAY,CAAC,IAAI,CAAC,KAAK,EAAE,QAAQ,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC,CAAC;QAClE,IAAI,KAAK,CAAC,OAAO;YAAE,OAAO,KAAK,CAAC,OAAO,CAAC;QACxC,MAAM,SAAS,GAAG,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC;QAEtD,MAAM,qBAAqB,GAAG,IAAI,CAAC,oBAAoB,EAAE,WAAW,EAAE,CAAC;QAEvE,IAAI,qBAAqB,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,CAAC,qBAAqB,CAAC,EAAE,CAAC;YACjF,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC;YAEhE,IAAI,GAAG,EAAE,CAAC;gBACR,MAAM,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,GAAG,CAAC,IAAI,CAAC,CAAC;gBAClE,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,kBAAkB,IAAI,CAAC,KAAK,CAAC,IAAI,wBAAwB,SAAS,aAAa,aAAa,EAAE,CAAC,CAAC;gBAClH,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,UAAU,EAAE,aAAa,CAAC,CAAC;gBACpD,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,iBAAiB,SAAS,YAAY,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC/F,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;gBAC7B,OAAO,SAAS,GAAG,aAAa,CAAC;YACnC,CAAC;QACH,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,kBAAkB,IAAI,CAAC,KAAK,CAAC,IAAI,oCAAoC,qBAAqB,UAAU,MAAM,IAAI,CAAC,CAAC;QAClI,oEAAoE;QACpE,mEAAmE;QACnE,mEAAmE;QACnE,kEAAkE;QAClE,OAAO,SAAS,GAAG,0DAA0D,eAAe,CAAC,IAAI,CAAC,EAAE,CAAC;IACvG,CAAC"}
1
+ {"version":3,"file":"unlock.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/unlock.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,IAAI,EAAE,MAAM,mBAAmB,CAAC;AACzC,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,QAAQ,EAAE,YAAY,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AAEhF,MAAM,OAAO,aAAc,SAAQ,OAAO;IAC9B,MAAM,CAAC,IAAI,GAAG,QAAQ,CAAC;IACvB,MAAM,CAAC,WAAW,GAAG,gBAAgB,CAAC;IAEhD,KAAK,CAAC,OAAO,CAAC,IAAc;QAC1B,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC;IAC3B,CAAC;IAEO,MAAM,CAAC,IAAc;QAC3B,qEAAqE;QACrE,qCAAqC;QACrC,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,MAAM,EAAE,CAAC;YAChC,OAAO,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,OAAO;gBACjC,CAAC,CAAC,OAAO,IAAI,CAAC,KAAK,CAAC,WAAW,EAAE,IAAI,IAAI,OAAO,sEAAsE;gBACtH,CAAC,CAAC,8CAA8C,CAAC;QACrD,CAAC;QAED,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACtB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,qCAAqC,CAAC,CAAC;YACzD,OAAO,+CAA+C,CAAC;QACzD,CAAC;QAED,MAAM,MAAM,GAAG,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,WAAW,EAAE,CAAC,CAAC,gCAAgC;QAC7E,MAAM,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC;QAExC,oCAAoC;QACpC,IAAI,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC,IAAI,CAC5C,CAAC,CAAC,SAAS,CAAC,EAAE,EAAE,CAAC,SAAS,CAAC,WAAW,EAAE,KAAK,MAAM,CACpD,CAAC;QAEF,8DAA8D;QAC9D,IAAI,CAAC,SAAS,EAAE,CAAC;YACf,SAAS,GAAG,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,OAAO,EAAE,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,EAAE,EAAE;gBACpD,IAAI,CAAC,CAAC,CAAC,YAAY,IAAI,CAAC;oBAAE,OAAO,KAAK,CAAC;gBAEvC,MAAM,aAAa,GACjB,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,KAAK,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE;oBACtD,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE;oBAC5B,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC,IAAI,CAAC,WAAW,EAAE,CAAC;gBAE/B,OAAO,aAAa,KAAK,MAAM,CAAC;YAClC,CAAC,CAAC,CAAC;QACL,CAAC;QAED,IAAI,CAAC,SAAS,EAAE,CAAC;YACf,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,4CAA4C,MAAM,QAAQ,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;YAC1F,OAAO,wCAAwC,MAAM,SAAS,CAAC;QACjE,CAAC;QAED,MAAM,CAAC,SAAS,EAAE,IAAI,CAAC,GAAG,SAAS,CAAC;QAEpC,IAAI,CAAC,CAAC,IAAI,YAAY,IAAI,CAAC,EAAE,CAAC;YAC5B,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,iDAAiD,MAAM,GAAG,CAAC,CAAC;YAC9E,OAAO,wCAAwC,MAAM,SAAS,CAAC;QACjE,CAAC;QAED,4DAA4D;QAC5D,gEAAgE;QAChE,MAAM,KAAK,GAAG,YAAY,CAAC,IAAI,CAAC,KAAK,EAAE,QAAQ,CAAC,IAAI,EAAE,SAAS,CAAC,CAAC,CAAC;QAClE,IAAI,KAAK,CAAC,OAAO;YAAE,OAAO,KAAK,CAAC,OAAO,CAAC;QACxC,MAAM,SAAS,GAAG,KAAK,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,KAAK,CAAC,IAAI,IAAI,CAAC,CAAC,CAAC,EAAE,CAAC;QAEtD,MAAM,qBAAqB,GAAG,IAAI,CAAC,oBAAoB,EAAE,WAAW,EAAE,CAAC;QAEvE,IAAI,qBAAqB,IAAI,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,CAAC,qBAAqB,CAAC,EAAE,CAAC;YACjF,MAAM,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,SAAS,CAAC,OAAO,CAAC,qBAAqB,CAAC,CAAC;YAEhE,IAAI,GAAG,EAAE,CAAC;gBACR,MAAM,aAAa,GAAG,IAAI,CAAC,iBAAiB,CAAC,SAAS,EAAE,GAAG,CAAC,IAAI,CAAC,CAAC;gBAClE,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,kBAAkB,IAAI,CAAC,KAAK,CAAC,IAAI,wBAAwB,SAAS,aAAa,aAAa,EAAE,CAAC,CAAC;gBAClH,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,UAAU,EAAE,aAAa,CAAC,CAAC;gBACpD,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,iBAAiB,SAAS,YAAY,IAAI,CAAC,IAAI,GAAG,CAAC,CAAC;gBAC/F,IAAI,CAAC,KAAK,CAAC,WAAW,CAAC,IAAI,CAAC,CAAC;gBAC7B,OAAO,SAAS,GAAG,aAAa,CAAC;YACnC,CAAC;QACH,CAAC;QAED,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,kBAAkB,IAAI,CAAC,KAAK,CAAC,IAAI,oCAAoC,qBAAqB,UAAU,MAAM,IAAI,CAAC,CAAC;QAClI,oEAAoE;QACpE,mEAAmE;QACnE,mEAAmE;QACnE,kEAAkE;QAClE,OAAO,SAAS,GAAG,0DAA0D,eAAe,CAAC,IAAI,EAAE,SAAS,EAAE,IAAI,CAAC,EAAE,CAAC;IACxH,CAAC"}
@@ -17,7 +17,24 @@ export declare class UseCommand extends Command implements ICommand {
17
17
  * ask). Menu-speak ("eat noodles") shouldn't lose to item naming.
18
18
  */
19
19
  private resolveItem;
20
+ /**
21
+ * Does this string plausibly mean something in the pack? A
22
+ * CLASSIFIER, not a resolver -- see the call site in use() for why
23
+ * the distinction is load-bearing.
24
+ */
25
+ private looksLikeCarried;
20
26
  private use;
27
+ /**
28
+ * OFFER something to a device: a code, or whatever you are carrying.
29
+ *
30
+ * The reach check is lifted VERBATIM from the forcing commands
31
+ * (bypass-command) rather than re-derived -- a device has a PLACE,
32
+ * and "you can't work a keypad from across the room" has to mean the
33
+ * same thing whichever verb you reached for.
34
+ */
35
+ private useDevice;
36
+ /** The offer itself, and everything that follows a thing opening. */
37
+ private openWith;
21
38
  /**
22
39
  * Healing, matching combat's texture (see commands/attack.ts): a visible
23
40
  * first-aid dice pool scaled by the item's quality, applied to the
@@ -1,9 +1,12 @@
1
1
  import { Command } from './command.js';
2
2
  import { Category } from '../types/shared/item-enum.js';
3
3
  import { rollPool, formatRoll } from '../utilities/dice.js';
4
+ import { resolveUseTarget } from '../utilities/use-target.js';
5
+ import { exitSpot, ensureAtSpot } from '../utilities/spots.js';
6
+ import { applyDeviceOpened } from '../utilities/devices.js';
4
7
  export class UseCommand extends Command {
5
8
  static verb = 'use';
6
- static description = 'Use an item. A Medical item (medkit, stim patch) heals your wounds and is consumed.';
9
+ static description = 'Use a thing: an item from your pack (a medkit, a stim patch), or a device in the room -- "use keypad 4471" offers a code, "use safe" tries it with what you are carrying. With one device here, a bare code works too.';
7
10
  /** Set by the eat/drink subclasses: what the verb is FOR. Lets "eat
8
11
  * noodles" find the Bowl of Laksa -- a real session ordered noodles,
9
12
  * got served the bowl, then couldn't eat it because "noodles" isn't
@@ -43,6 +46,20 @@ export class UseCommand extends Command {
43
46
  }
44
47
  return { error: `You don't have the ${itemName} to use.` };
45
48
  }
49
+ /**
50
+ * Does this string plausibly mean something in the pack? A
51
+ * CLASSIFIER, not a resolver -- see the call site in use() for why
52
+ * the distinction is load-bearing.
53
+ */
54
+ looksLikeCarried(whole) {
55
+ const w = whole.toLowerCase().trim();
56
+ if (!w)
57
+ return false;
58
+ return this.actor.inventory.getAllItems().some(i => {
59
+ const n = i.name.toLowerCase();
60
+ return n === w || n.includes(w) || w.includes(n);
61
+ });
62
+ }
46
63
  use(args) {
47
64
  // Using gear is hands-and-mouth work: the pack, the patches, and the
48
65
  // noodles are all wherever the BODY is (a jumped-in drone "eating"
@@ -52,6 +69,45 @@ export class UseCommand extends Command {
52
69
  ? `The ${this.actor.riggedDrone?.name ?? 'drone'} doesn't have a mouth or hands -- your gear is with your body. "jump" back first.`
53
70
  : `Your gear is with your body. Come back to it first.`;
54
71
  }
72
+ // DEVICES BEFORE THE GENEROUS ITEM LADDER (see
73
+ // utilities/use-target.ts, which owns the reasoning and the rung
74
+ // order). `use` was inventory-only; with barriers becoming
75
+ // room-owned devices it serves two populations that were never in
76
+ // the same namespace, and the item matcher's generosity -- correct
77
+ // for gear -- would otherwise swallow `use keypad 4471` whole for a
78
+ // carried "key".
79
+ //
80
+ // openableDevices(), never allDevices(): an opened device is
81
+ // furniture, and including it would break the two rungs that guard
82
+ // on `devices.length === 1` -- the generic noun and the bare code
83
+ // would silently stop resolving in a room with one thing left to
84
+ // act on.
85
+ const devices = this.actor.currentLocation?.openableDevices?.() ?? [];
86
+ const target = resolveUseTarget(args, this.actor.inventory.getAllItems(), devices,
87
+ // CLASSIFIES, and deliberately NOT resolveItem(). The two agree
88
+ // everywhere except AMBIGUITY, and that is exactly where it
89
+ // matters: carrying a stim patch and a trauma patch, resolveItem
90
+ // ("which item is it?") returns NO item for "patch" and asks
91
+ // which -- so a string that obviously means gear would read as
92
+ // "not gear", rung 4 would fire, and "patch" would be typed into
93
+ // the keypad as a code. Ambiguity is MORE evidence this is an
94
+ // item, not less. Verified against a live inventory before the
95
+ // fix, not reasoned at.
96
+ //
97
+ // Yes, this restates resolveKey's substring rules. It is a
98
+ // different QUESTION -- "could this conceivably be gear?" rather
99
+ // than "which gear is it?" -- and wiring the two together is
100
+ // what produced the bug.
101
+ (whole) => this.looksLikeCarried(whole));
102
+ if (target.kind === 'device') {
103
+ return this.useDevice(target.device, target.rest);
104
+ }
105
+ if (target.kind === 'ambiguous') {
106
+ return `That could mean more than one thing here -- be more specific: ${target.devices.map(d => d.name).join(', ')}.`;
107
+ }
108
+ // 'item' and 'fall-through' both continue below: the existing
109
+ // ladder owns the "no such thing" prose, and re-running it for an
110
+ // exact hit costs nothing.
55
111
  const itemName = args.join(' ').toLowerCase();
56
112
  const resolved = this.resolveItem(itemName);
57
113
  if (!resolved.item) {
@@ -83,6 +139,85 @@ export class UseCommand extends Command {
83
139
  return `You can't use the ${itemName} in this way.`;
84
140
  }
85
141
  }
142
+ /**
143
+ * OFFER something to a device: a code, or whatever you are carrying.
144
+ *
145
+ * The reach check is lifted VERBATIM from the forcing commands
146
+ * (bypass-command) rather than re-derived -- a device has a PLACE,
147
+ * and "you can't work a keypad from across the room" has to mean the
148
+ * same thing whichever verb you reached for.
149
+ */
150
+ useDevice(device, rest) {
151
+ const room = this.actor.currentLocation;
152
+ // ATSPOT FIRST -- coordinator ruling 2026-08-27, reversing the
153
+ // original spec (`exitSpot(...) ?? atSpot`).
154
+ //
155
+ // atSpot is an AUTHOR'S EXPLICIT PLACEMENT; exitSpot is INFERRED.
156
+ // The migration only fills a device's atSpot from its exit's when
157
+ // the device had none of its own, so a device carrying BOTH means
158
+ // the seed said two different things -- and preferring the
159
+ // inference over the statement inverts the point of having the
160
+ // field. Generation starts emitting both once the generator moves
161
+ // to devices, so this is a decision about the future, not about
162
+ // the three seeds that exist today.
163
+ //
164
+ // It also keeps the refusal and the walk from contradicting each
165
+ // other: a locked door's refusal names WHERE THE MECHANISM IS, so
166
+ // walking the player somewhere else to touch it would say two
167
+ // things in one breath.
168
+ //
169
+ // NOT the pre-flip code's rule. bypass-command used to branch on
170
+ // door-ness (`door && direction ? exitSpot(...) : atSpot`); both
171
+ // call sites now ??-chain and agree with EACH OTHER, and with
172
+ // neither the old code nor the original spec. Do not "fix" one to
173
+ // match something older.
174
+ const where = device.atSpot
175
+ ?? (device.opensExit ? exitSpot(room, device.opensExit) : undefined);
176
+ const reach = ensureAtSpot(this.actor, where);
177
+ if (reach.refusal)
178
+ return reach.refusal;
179
+ const crossNote = reach.line ? `${reach.line}\n` : '';
180
+ // NOTHING TYPED AFTER THE NAME. Say what this particular thing
181
+ // wants, which depends on what it IS.
182
+ if (!rest) {
183
+ if (device.keyItem && this.actor.inventory.hasItem(device.keyItem.name)) {
184
+ // They are carrying what opens it -- that IS the offer.
185
+ return crossNote + this.openWith(device, '', 'use');
186
+ }
187
+ const ways = device.verbs().map(v => `"${v} ${device.name}"`).join(' or ');
188
+ if (device.code) {
189
+ return crossNote + `${device.name} wants a code: "use ${device.name.toLowerCase()} <the code>". Or force it -- ${ways}.`;
190
+ }
191
+ // A LOCK IS NEVER TOLD IT HAS A CODE. User ruling: "you can't
192
+ // talk at a _mechanical_ lock." Offering "<the code>" here would
193
+ // send a player hunting a credential that does not exist.
194
+ //
195
+ // Branching on KIND, not on the absence of a code: a codeless
196
+ // PANEL is a real shape (it wants its keyItem), and telling its
197
+ // owner it "has no keyhole for words" would describe a console
198
+ // as a mechanism.
199
+ if (device.kind === 'lock') {
200
+ return crossNote + `${device.name} has no keyhole for words -- it wants a key or force: ${ways}.`;
201
+ }
202
+ return crossNote + (device.keyItem
203
+ ? `${device.name} wants ${device.keyItem.name} -- or force it: ${ways}.`
204
+ : `${device.name} doesn't answer to anything you can say. Force it: ${ways}.`);
205
+ }
206
+ return crossNote + this.openWith(device, rest, 'use');
207
+ }
208
+ /** The offer itself, and everything that follows a thing opening. */
209
+ openWith(device, offered, how) {
210
+ const result = device.offer(offered, this.actor.inventory);
211
+ this.logger.write(`UseCommand: ${this.actor.name} offered "${offered}" to ${device.name}: ${result.success}`);
212
+ this.actor.performAction(how, result.message);
213
+ if (!result.success)
214
+ return result.message;
215
+ const room = this.actor.currentLocation;
216
+ // ONE HOME for what happens when a device opens (see
217
+ // utilities/devices.ts) -- the same call the forcing verbs make.
218
+ const lines = applyDeviceOpened(this.scene, this.actor, room, device, how);
219
+ return [result.message, ...lines].join('\n');
220
+ }
86
221
  /**
87
222
  * Healing, matching combat's texture (see commands/attack.ts): a visible
88
223
  * first-aid dice pool scaled by the item's quality, applied to the
@@ -1 +1 @@
1
- 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@@ -16,4 +16,4 @@
16
16
  * No import.meta here (engine-graph law) -- this file is loaded by the
17
17
  * server.
18
18
  */
19
- export declare const ENGINE_VERSION = "1.13.0";
19
+ export declare const ENGINE_VERSION = "1.14.0";
@@ -41,5 +41,19 @@
41
41
  // per-identity outcomes, all banking heat.
42
42
  // 1.13.0 (2026-08-24): canon three-band SIN checks (p.364) -- under/
43
43
  // odd/busted at the checkpoint, the counter, and sweeps.
44
- export const ENGINE_VERSION = '1.13.0';
44
+ // 1.14.0 (2026-08-27): THE PUZZLE MECHANIC IS GONE. Barriers are
45
+ // room-owned Devices worked by the verb that suits the thing: a lock
46
+ // picked/breached or opened by its key, a panel given a code through
47
+ // "use", a ward cast at or dispelled, and a person in a doorway talked
48
+ // round rather than solved. Three shared-session surfaces move with it:
49
+ // - COMMAND SEMANTICS: "solve" is deleted with no redirect; "use"
50
+ // gained a device form ("use keypad 4471", and a bare code when one
51
+ // device is present); every barrier refusal is reworded.
52
+ // - SAVE-SHAPE FIELDS the server writes back: hub overlays now carry
53
+ // devices[]; puzzles[] survives as an always-empty tombstone that
54
+ // keeps v5.64.0's unguarded for-of from throwing (see
55
+ // types/save-file.ts).
56
+ // - The engine no longer accepts a seed's puzzles[] as live content;
57
+ // it migrates them on load (factories/seed-migration.ts).
58
+ export const ENGINE_VERSION = '1.14.0';
45
59
  //# sourceMappingURL=engine-version.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"engine-version.js","sourceRoot":"","sources":["../../../../../../src/commands/game/sideQuest/engine-version.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,sEAAsE;AACtE,mEAAmE;AACnE,oEAAoE;AACpE,sEAAsE;AACtE,6CAA6C;AAC7C,iEAAiE;AACjE,qCAAqC;AACrC,oEAAoE;AACpE,6DAA6D;AAC7D,uEAAuE;AACvE,kDAAkD;AAClD,iEAAiE;AACjE,mEAAmE;AACnE,gEAAgE;AAChE,8DAA8D;AAC9D,kEAAkE;AAClE,kDAAkD;AAClD,kEAAkE;AAClE,4DAA4D;AAC5D,qEAAqE;AACrE,yDAAyD;AACzD,sEAAsE;AACtE,2CAA2C;AAC3C,qEAAqE;AACrE,yDAAyD;AACzD,MAAM,CAAC,MAAM,cAAc,GAAG,QAAQ,CAAC"}
1
+ {"version":3,"file":"engine-version.js","sourceRoot":"","sources":["../../../../../../src/commands/game/sideQuest/engine-version.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AACH,sEAAsE;AACtE,mEAAmE;AACnE,oEAAoE;AACpE,sEAAsE;AACtE,6CAA6C;AAC7C,iEAAiE;AACjE,qCAAqC;AACrC,oEAAoE;AACpE,6DAA6D;AAC7D,uEAAuE;AACvE,kDAAkD;AAClD,iEAAiE;AACjE,mEAAmE;AACnE,gEAAgE;AAChE,8DAA8D;AAC9D,kEAAkE;AAClE,kDAAkD;AAClD,kEAAkE;AAClE,4DAA4D;AAC5D,qEAAqE;AACrE,yDAAyD;AACzD,sEAAsE;AACtE,2CAA2C;AAC3C,qEAAqE;AACrE,yDAAyD;AACzD,iEAAiE;AACjE,qEAAqE;AACrE,qEAAqE;AACrE,uEAAuE;AACvE,wEAAwE;AACxE,oEAAoE;AACpE,wEAAwE;AACxE,6DAA6D;AAC7D,uEAAuE;AACvE,sEAAsE;AACtE,0DAA0D;AAC1D,2BAA2B;AAC3B,uEAAuE;AACvE,8DAA8D;AAC9D,MAAM,CAAC,MAAM,cAAc,GAAG,QAAQ,CAAC"}
@@ -32,7 +32,15 @@ export interface ISkeletonExit {
32
32
  direction: string;
33
33
  targetRoom: string;
34
34
  keyRequired?: string;
35
- puzzle?: string;
35
+ /** A devices[].name that holds this door shut. That device lives in
36
+ * THIS room -- the one you must stand in to reach it. */
37
+ device?: string;
38
+ /** An npcs[].name who STANDS in this doorway and will not move.
39
+ * Mutually exclusive with `device`: an exit is gated by a person or
40
+ * by a mechanism, never both. The guard's position is DERIVED from
41
+ * the exit they hold (see assembleScene), so the two cannot disagree
42
+ * about where they are standing. */
43
+ guard?: string;
36
44
  }
37
45
  export interface ISkeletonRoom {
38
46
  name: string;
@@ -53,14 +61,21 @@ export interface ISkeletonNpc {
53
61
  plane?: 'meat' | 'matrix' | 'astral';
54
62
  startLocation: string;
55
63
  }
56
- export interface ISkeletonPuzzle {
64
+ export interface ISkeletonDevice {
57
65
  name: string;
58
- /** Room-anchored placement; omit for a door puzzle (referenced from exits[].puzzle). */
59
- room?: string;
66
+ /** REQUIRED. A device is always room-owned -- a keypad beside a grate
67
+ * physically stands in one room, the one you must be in to reach it.
68
+ * An exit it holds is declared FROM that same room. */
69
+ room: string;
60
70
  concept: string;
61
- bypassType?: 'lockpick' | 'hack' | 'spell' | 'con';
62
- requiresPuzzle?: string;
63
- rewardItem?: string;
71
+ /** lock (a mechanism -- picked, breached, or opened by its key),
72
+ * panel (an interface -- a code, or hacked), ward (a working -- cast
73
+ * at or dispelled). Anything unrecognised CLAMPS to 'panel' rather
74
+ * than throwing: a device whose kind we cannot read is still a
75
+ * device, and rejecting a whole draft over one word is a worse
76
+ * outcome than a keypad where the model meant something else. */
77
+ kind?: 'lock' | 'panel' | 'ward';
78
+ grantsItem?: string;
64
79
  }
65
80
  export type SkeletonItemRole = 'winCondition' | 'reward' | 'key' | 'clue' | 'loot' | 'starting';
66
81
  export interface ISkeletonItem {
@@ -70,8 +85,8 @@ export interface ISkeletonItem {
70
85
  room?: string;
71
86
  heldBy?: string;
72
87
  plane?: 'meat' | 'matrix';
73
- /** clue items only: which puzzle's requiredPhrase this clue reveals. */
74
- forPuzzle?: string;
88
+ /** clue items only: which device's code this clue reveals. */
89
+ forDevice?: string;
75
90
  }
76
91
  export interface ISceneSkeleton {
77
92
  name: string;
@@ -79,7 +94,7 @@ export interface ISceneSkeleton {
79
94
  completionMessage: string;
80
95
  rooms: ISkeletonRoom[];
81
96
  npcs: ISkeletonNpc[];
82
- puzzles: ISkeletonPuzzle[];
97
+ devices: ISkeletonDevice[];
83
98
  items: ISkeletonItem[];
84
99
  winCondition: {
85
100
  item: string;
@@ -123,13 +138,15 @@ export interface INpcDetail {
123
138
  dialogue: string[];
124
139
  combat?: Record<string, unknown>;
125
140
  }
126
- export interface IPuzzleDetail {
141
+ export interface IDeviceDetail {
127
142
  name: string;
128
- riddle: string;
129
- requiredPhrase: string;
130
- successMessage: string;
131
- failureMessage: string;
132
- lockedMessage?: string;
143
+ description: string;
144
+ /** ONLY meaningful on a 'panel'. You cannot talk at a mechanical
145
+ * lock, and a ward answers to the Art -- neither has anything to
146
+ * hear a phrase with. */
147
+ code?: string;
148
+ openMessage: string;
149
+ refuseMessage: string;
133
150
  guardsExit?: string;
134
151
  footprint?: 'small' | 'medium' | 'large';
135
152
  }
@@ -150,7 +167,7 @@ export interface IItemDetail {
150
167
  export interface ISceneDetails {
151
168
  rooms: IRoomDetail[];
152
169
  npcs: INpcDetail[];
153
- puzzles: IPuzzleDetail[];
170
+ devices: IDeviceDetail[];
154
171
  items: IItemDetail[];
155
172
  }
156
173
  /**
@@ -159,20 +176,21 @@ export interface ISceneDetails {
159
176
  * Returns '' when no player is available.
160
177
  */
161
178
  /**
162
- * SPELL OUT THE CLUE RULE, IN THIS RUNNER'S TERMS. The dossier already
163
- * hints at it in prose ("con"-bypass barriers for a talker), and the
164
- * model still missed it: the single most common generation failure on
165
- * record is a barrier this runner can't open with no clue written for
166
- * it. It's character-dependent, which is what made it look like random
167
- * flakiness -- a Face satisfies exactly ONE of the four bypass types, so
168
- * three quarters of the barriers the model naturally reaches for demand
169
- * a clue item, and it keeps forgetting.
170
- *
171
- * So state it mechanically instead of hinting: name the types they can
172
- * and can't do, and name the consequence. normalizeSkeleton repairs this
173
- * anyway -- this is the half that stops the fault being authored at all.
179
+ * THE ONE BARRIER RULE THAT STILL DEPENDS ON WHO IS PLAYING.
180
+ *
181
+ * This used to name all three barrier types the runner could and could
182
+ * not force, and demand a clue for each one they could not -- the
183
+ * single most common generation failure on record, and one that looked
184
+ * like random flakiness precisely because it varied with the character.
185
+ *
186
+ * It shrank to this because the clue/key rule became UNCONDITIONAL for
187
+ * panels and locks (see partyCanDispel): a code is findable and a key
188
+ * is placeable, so both are openable by ANY runner and there is nothing
189
+ * character-dependent left to state. A ward is the exception that
190
+ * cannot be written away -- no clue rescues it for a mundane team -- so
191
+ * it is the only thing this still says.
174
192
  */
175
- export declare function bypassBrief(player: Player): string;
193
+ export declare function wardBrief(player: Player): string;
176
194
  export declare function buildPlayerDossier(player?: Player): string;
177
195
  /** The crew summary generation scales opposition against (Phase A of
178
196
  * the party system): name, archetype, and the statline headline. */
@@ -196,20 +214,34 @@ export declare function partyHeadcount(crew?: ICrewDossierEntry[]): number;
196
214
  export declare function buildSkeletonPrompt(tier: number, player?: Player, previousError?: string, rumor?: string, crew?: ICrewDossierEntry[], canonBlock?: string): string;
197
215
  export declare function buildRoomsPrompt(skeleton: ISceneSkeleton, previousError?: string): string;
198
216
  export declare function buildNpcsPrompt(skeleton: ISceneSkeleton, previousError?: string): string;
199
- export declare function buildPuzzlesPrompt(skeleton: ISceneSkeleton, previousError?: string): string;
200
- export declare function buildItemsPrompt(skeleton: ISceneSkeleton, puzzles: IPuzzleDetail[], previousError?: string): string;
217
+ export declare function buildDevicesPrompt(skeleton: ISceneSkeleton, previousError?: string): string;
218
+ export declare function buildItemsPrompt(skeleton: ISceneSkeleton, devices: IDeviceDetail[], previousError?: string): string;
201
219
  /**
202
- * Whether THIS runner can reliably work a barrier of the given bypassType
203
- * with their own hands -- no written-down credential required. This is
204
- * what loosens the "every puzzle needs a discoverable clue" rule when the
205
- * scene is generated against a dossier: a lockpick maglock in a scene
206
- * built for a master locksmith doesn't need its code lying in a book --
207
- * the pick IS their route. Deliberately conservative: EXPLICIT skill
208
- * ratings only (the combatSkill fallback would let any bruiser "qualify"
209
- * as a hacker), threshold 3 (trained professional), and with no dossier
210
- * at all the strict clue rule stays.
220
+ * Can anyone at this table unweave a WARD?
221
+ *
222
+ * The last surviving branch of what used to be canBypassUnaided, which
223
+ * asked the same question of all three barrier kinds. The other two are
224
+ * gone because their answers stopped mattering (ruling 2026-08-27):
225
+ *
226
+ * A PANEL takes a code, and a code is FINDABLE. Write it down and any
227
+ * runner can type it; a decker who did not need it loses nothing.
228
+ * A LOCK takes a key, and a key is FINDABLE. Place it and any runner
229
+ * can carry it to the door; picking becomes the SHORTCUT for someone
230
+ * with locksmith, not the requirement.
231
+ *
232
+ * So for those two the clue/key rule is UNCONDITIONAL now, and the
233
+ * character-dependent waiver is gone with the condition it rested on.
234
+ *
235
+ * A WARD is irreducible. There is no findable answer to a ward; it takes
236
+ * Magic. A mundane team cannot dispel one however much is written down,
237
+ * so a ward generated for a party with nobody awakened is an unopenable
238
+ * barrier no clue can rescue. That is where the character dependence is
239
+ * REAL rather than incidental, and it is the only place this survives.
240
+ *
241
+ * Named for what it now is: a one-case function still called
242
+ * canBypassUnaided would attract the other two cases back.
211
243
  */
212
- export declare function canBypassUnaided(player: Player | undefined, bypassType?: string): boolean;
244
+ export declare function partyCanDispel(player: Player | undefined): boolean;
213
245
  /** Strips accidental markdown fences and parses; throws with a useful message. */
214
246
  export declare function parseJsonReply<T>(reply: string): T;
215
247
  /**
@@ -218,7 +250,14 @@ export declare function parseJsonReply<T>(reply: string): T;
218
250
  * matrix defense...) are still enforced by the assembled-scene validators.
219
251
  */
220
252
  export declare function validateSkeleton(skeleton: ISceneSkeleton, player?: Player, crew?: ICrewDossierEntry[]): void;
221
- export declare function normalizeSkeleton(skeleton: ISceneSkeleton, player?: Player): string[];
253
+ /**
254
+ * `player` is GONE from this signature, not underscored. Its only
255
+ * consumer was the character-dependent clue waiver, and with the
256
+ * clue/key rule unconditional there is nothing here that varies with
257
+ * who is playing. A parameter kept "just in case" is an invitation to
258
+ * make normalization character-dependent again.
259
+ */
260
+ export declare function normalizeSkeleton(skeleton: ISceneSkeleton): string[];
222
261
  /**
223
262
  * THE ANSWER HAS TO BE WRITTEN DOWN. The other half of the clue problem,
224
263
  * and the more expensive half.
@@ -244,8 +283,53 @@ export declare function normalizeSkeleton(skeleton: ISceneSkeleton, player?: Pla
244
283
  */
245
284
  export declare function ensureClueDetails(skeleton: ISceneSkeleton, details: ISceneDetails): string[];
246
285
  /** Merges the skeleton's structure with the detail passes into a full seed. */
286
+ /**
287
+ * Resolve a spot name the model WROTE to a spot that actually EXISTS.
288
+ *
289
+ * Generated cross-references are prose, not identifiers: the rooms pass
290
+ * writes spot names into `exitSpots` by hand, and it varies the surface
291
+ * form constantly -- an article ("the loading dock"), a capital ("Back
292
+ * Door"), a plural, a hyphen. An exact-match test threw every one of
293
+ * those away silently and fell back to guessing the binding from the
294
+ * spot's name, which is the failure this whole seam exists to remove.
295
+ *
296
+ * Conservative on purpose, in this order: exact, then punctuation- and
297
+ * article-insensitive, then a UNIQUE containment match. Ambiguity
298
+ * resolves to undefined -- binding an exit to the wrong spot is worse
299
+ * than leaving it unbound, because unbound still gets a considered
300
+ * answer from the runtime while wrong is simply wrong.
301
+ */
302
+ export declare function resolveSpotName(declared: string, spotNames: string[]): string | undefined;
303
+ /**
304
+ * THE BARRIER MUST WANT WHAT THE ANSWER IS.
305
+ *
306
+ * Playtest 2026-08-27, 12:15: "there are conflicting numbers here for the
307
+ * code... let's make it less confusing", then "all these codes are wrong,
308
+ * it seems like the AI is just making them up".
309
+ *
310
+ * The second half was NPCs inventing credentials, fixed in the wave
311
+ * before this one. The first half is older and entirely separate, and it
312
+ * was written into the generator on purpose, two lines apart in
313
+ * buildPuzzlesPrompt: the riddle was invited to describe a keypad ("a
314
+ * keypad implies a code") while requiredPhrase was required to be "2-5
315
+ * plain words". So a generated keypad could never take a number, and the
316
+ * player who read "worn digits" and then found "double or nothing"
317
+ * scrawled in a notebook did not believe they had the code. They went
318
+ * looking for a number instead -- and every stray number in the scene
319
+ * became a candidate.
320
+ *
321
+ * The prompt now demands the two agree. This is the deterministic floor
322
+ * under that instruction, in the same spirit as ensureClueDetails: the
323
+ * ANSWER is authoritative (clue items quote it verbatim and solve()
324
+ * matches it exactly), so the presentation is what gets corrected, and
325
+ * it is corrected by ADDING a plain sentence rather than rewriting
326
+ * generated prose -- surgery on a model's sentence is how you get
327
+ * nonsense, and a player only needs to be told which kind of thing to
328
+ * type.
329
+ */
330
+ export declare function ensureCredentialKindAgrees(details: ISceneDetails): string[];
247
331
  export declare function assembleScene(skeleton: ISceneSkeleton, details: ISceneDetails, playerName: string): ISceneSeedJson;
248
- export type RepairTarget = 'rooms' | 'npcs' | 'puzzles' | 'items' | 'skeleton';
332
+ export type RepairTarget = 'rooms' | 'npcs' | 'devices' | 'items' | 'skeleton';
249
333
  /**
250
334
  * Maps a validation failure to the chunk that owns the broken content, so
251
335
  * a repair regenerates ONE pass instead of the whole scene. Anything