@maka/maka-cli 5.64.0 → 5.65.0

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Files changed (161) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +29 -2
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js +146 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +1 -1
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +40 -13
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +107 -25
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +11 -15
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js +13 -16
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +8 -0
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js +30 -2
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +1 -1
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +40 -49
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +121 -160
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +7 -8
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +13 -13
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +30 -0
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js +65 -0
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +1 -0
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +1 -1
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js +2 -2
  25. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +1 -1
  26. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +25 -3
  27. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  28. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +2 -3
  29. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +2 -2
  30. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
  31. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js +2 -1
  32. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +1 -1
  33. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +58 -2
  34. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  35. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +18 -4
  36. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -1
  37. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +1 -1
  38. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +2 -3
  39. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +2 -2
  40. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -1
  41. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +45 -0
  42. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js +115 -0
  43. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js.map +1 -0
  44. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +35 -24
  45. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  46. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +12 -0
  47. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
  48. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +1 -1
  49. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
  50. package/bundle/typescript/src/commands/game/sideQuest/commands/use.d.ts +17 -0
  51. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +136 -1
  52. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
  53. package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
  54. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +15 -1
  55. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
  56. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +82 -43
  57. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +419 -263
  58. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  59. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +82 -84
  60. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
  61. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +23 -4
  62. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +95 -79
  63. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -1
  64. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.d.ts +30 -0
  65. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js +176 -0
  66. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js.map +1 -0
  67. package/bundle/typescript/src/commands/game/sideQuest/game.js +11 -5
  68. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  69. package/bundle/typescript/src/commands/game/sideQuest/headless.js +24 -0
  70. package/bundle/typescript/src/commands/game/sideQuest/headless.js.map +1 -1
  71. package/bundle/typescript/src/commands/game/sideQuest/models/_index.d.ts +0 -1
  72. package/bundle/typescript/src/commands/game/sideQuest/models/_index.js +0 -1
  73. package/bundle/typescript/src/commands/game/sideQuest/models/_index.js.map +1 -1
  74. package/bundle/typescript/src/commands/game/sideQuest/models/device.d.ts +121 -0
  75. package/bundle/typescript/src/commands/game/sideQuest/models/device.js +145 -0
  76. package/bundle/typescript/src/commands/game/sideQuest/models/device.js.map +1 -0
  77. package/bundle/typescript/src/commands/game/sideQuest/models/door.d.ts +27 -8
  78. package/bundle/typescript/src/commands/game/sideQuest/models/door.js +15 -10
  79. package/bundle/typescript/src/commands/game/sideQuest/models/door.js.map +1 -1
  80. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +81 -0
  81. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +132 -21
  82. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  83. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +68 -0
  84. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +102 -0
  85. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  86. package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +32 -46
  87. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +38 -63
  88. package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
  89. package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +1 -4
  90. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +0 -22
  91. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
  92. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +78 -109
  93. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +4 -101
  94. package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +24 -0
  95. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.d.ts +52 -0
  96. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js +2 -0
  97. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js.map +1 -0
  98. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.d.ts +63 -0
  99. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js +2 -0
  100. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js.map +1 -0
  101. package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +6 -0
  102. package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +4 -0
  103. package/bundle/typescript/src/commands/game/sideQuest/types/seed/scene-seed.d.ts +3 -2
  104. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.d.ts +2 -28
  105. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js +1 -14
  106. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js.map +1 -1
  107. package/bundle/typescript/src/commands/game/sideQuest/ui.js +24 -0
  108. package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
  109. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.d.ts +55 -0
  110. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js +36 -0
  111. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js.map +1 -0
  112. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.d.ts +45 -0
  113. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js +116 -0
  114. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js.map +1 -0
  115. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.d.ts +67 -1
  116. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js +56 -1
  117. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js.map +1 -1
  118. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +37 -4
  119. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
  120. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.d.ts +26 -0
  121. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js +48 -0
  122. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js.map +1 -0
  123. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.d.ts +23 -0
  124. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js +55 -0
  125. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js.map +1 -0
  126. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.d.ts +57 -2
  127. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js +46 -3
  128. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js.map +1 -1
  129. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.d.ts +16 -0
  130. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js +18 -0
  131. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js.map +1 -1
  132. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +68 -38
  133. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
  134. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.d.ts +3 -3
  135. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +3 -3
  136. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.d.ts +36 -12
  137. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +101 -27
  138. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
  139. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.d.ts +88 -0
  140. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js +113 -0
  141. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js.map +1 -0
  142. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +54 -5
  143. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  144. package/bundle/typescript/src/maka.js +1 -1
  145. package/bundle/typescript/src/maka.js.map +1 -1
  146. package/bundle/typescript/src/tools/sdk-loader/relocate.d.ts +19 -2
  147. package/bundle/typescript/src/tools/sdk-loader/relocate.js +22 -2
  148. package/bundle/typescript/src/tools/sdk-loader/relocate.js.map +1 -1
  149. package/package.json +1 -1
  150. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.d.ts +0 -6
  151. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js +0 -72
  152. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js.map +0 -1
  153. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.d.ts +0 -6
  154. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js +0 -26
  155. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js.map +0 -1
  156. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.d.ts +0 -152
  157. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +0 -393
  158. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +0 -1
  159. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.d.ts +0 -28
  160. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js +0 -2
  161. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js.map +0 -1
@@ -1,6 +1,6 @@
1
1
  {
2
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  "name": "@maka/maka-cli",
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- "version": "5.64.0",
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+ "version": "5.65.0",
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  "type": "module",
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  "summary": "A command line tool for scaffolding Meteor 2.x applications using either React.",
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  "description": "A command line tool for scaffolding Meteor 2.x applications using React.",
@@ -22,12 +22,39 @@ import { Command, ICommand } from './command.js';
22
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  export declare class BacklogCommand extends Command implements ICommand {
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  protected static verb: string;
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  protected static description: string;
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- protected static subcommands: {
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+ protected static subcommands: ({
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  usage: string;
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  short: string;
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- }[];
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+ long?: undefined;
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+ } | {
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+ usage: string;
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+ short: string;
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+ long: string;
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+ })[];
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  execute(args?: string[]): Promise<string>;
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  private file;
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+ /**
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+ * THE REVIEW QUEUE (user request 2026-08-27). Bare "backlog review"
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+ * lists what is waiting on you, numbered 1..n; "backlog review <n>
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+ * <your words>" answers item n.
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+ *
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+ * The numbering is the delicate part and utilities/backlog-review.ts
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+ * holds the invariant: a number resolves against the snapshot the
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+ * player was SHOWN, never against a fresh fetch. Answering does not
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+ * renumber the list on screen either.
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+ */
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+ private review;
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+ /** Fetch and render the queue, adopting its order as the numbering. */
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+ private showQueue;
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+ /**
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+ * One queue row. The two kinds of request READ DIFFERENTLY on purpose
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+ * even though the server models both as a question awaiting the
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+ * reporter: "somebody asked about your report" and "this is fixed,
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+ * can you confirm it in play" are different jobs, and a play-tester
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+ * skimming a list should be able to tell at a glance which one they
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+ * are being asked for.
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+ */
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+ private renderItem;
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  private list;
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  /** One item: what it says, where it stands, and what the books said. */
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  private row;
@@ -1,8 +1,16 @@
1
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  import { Command } from './command.js';
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  import { hint } from '../utilities/hints.js';
3
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  import { authToken } from '../utilities/cloud-saves.js';
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- import { submitBacklog, fetchBacklog, BACKLOG_STATUSES, } from '../utilities/backlog.js';
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+ import { submitBacklog, fetchBacklog, postBacklogComment, BACKLOG_STATUSES, } from '../utilities/backlog.js';
5
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  import { noteBacklogOutcome } from '../utilities/playtester.js';
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+ import { takeIndex } from '../utilities/fuzzy-match.js';
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+ import { optionMark } from '../utilities/log-style.js';
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+ import { loadReviewQueue, reviewSnapshot, reviewItemAt, markReviewAnswered, isReviewAnswered, } from '../utilities/backlog-review.js';
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+ /** One line of somebody's report, kept to a skimmable width. */
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+ function truncate(text, max) {
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+ const flat = text.replace(/\s+/g, ' ').trim();
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+ return flat.length <= max ? flat : `${flat.slice(0, max - 1)}…`;
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+ }
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  /**
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  * THE BACKLOG -- play-tester feedback that somebody acts on.
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  *
@@ -30,6 +38,16 @@ export class BacklogCommand extends Command {
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  { usage: 'backlog <text>', short: 'File an item against this session.' },
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  { usage: 'backlog list', short: 'The whole board, newest first.' },
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  { usage: 'backlog list <status>', short: `Filter: ${BACKLOG_STATUSES.join(', ')}.` },
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+ {
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+ usage: 'backlog review',
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+ short: 'What the board is waiting on YOU for, numbered.',
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+ long: 'Items where somebody has asked you something and is waiting: a clarifying question about a report you filed, or a fix that has landed and wants confirming in play. Listed 1..n, oldest first.',
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+ },
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+ {
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+ usage: 'backlog review <n> <your answer>',
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+ short: 'Answer item n from that list.',
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+ long: 'Posts your words against item n as an answer. The numbers come from the list you were last shown and do not move when you answer one, so you can work down them. "backlog review <n>" on its own reads that item in full without replying.',
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+ },
33
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  ];
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  async execute(args = []) {
35
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  // An anonymous runner's data never leaves the machine -- the same
@@ -45,6 +63,13 @@ export class BacklogCommand extends Command {
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  if (args.length === 0 || sub === 'list') {
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  return this.list(args[1]);
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  }
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+ // "review" is checked BEFORE the fall-through to file(), or
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+ // answering an item would file a new one whose text begins with the
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+ // word "review" -- the same shape as `backlog open` filing an item
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+ // called "open", which is why list has subcommands at all.
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+ if (sub === 'review') {
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+ return this.review(args.slice(1));
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+ }
48
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  return this.file(args.join(' '));
49
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  }
50
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  async file(text) {
@@ -78,6 +103,122 @@ export class BacklogCommand extends Command {
78
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  return this.explain(outcome);
79
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  return `{cyan-fg}Filed. It'll come back checked against the books.${hint(` ("backlog list" reads the board.)`)}{/cyan-fg}`;
80
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  }
106
+ /**
107
+ * THE REVIEW QUEUE (user request 2026-08-27). Bare "backlog review"
108
+ * lists what is waiting on you, numbered 1..n; "backlog review <n>
109
+ * <your words>" answers item n.
110
+ *
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+ * The numbering is the delicate part and utilities/backlog-review.ts
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+ * holds the invariant: a number resolves against the snapshot the
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+ * player was SHOWN, never against a fresh fetch. Answering does not
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+ * renumber the list on screen either.
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+ */
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+ async review(args) {
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+ // Bare "backlog review": fetch, render, and adopt that order as the
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+ // numbering. This is the ONLY place the queue is refetched.
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+ if (args.length === 0)
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+ return this.showQueue();
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+ const queue = reviewSnapshot();
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+ if (queue.length === 0) {
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+ // No snapshot means no list they could have counted on, so we do
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+ // not fetch one and hope the numbering matches what they had in
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+ // mind. Show it and let them pick against what they can see.
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+ const shown = await this.showQueue();
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+ return `${shown}\n\n{white-fg}(Pick from the list above -- "backlog review <n> <your answer>".){/white-fg}`;
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+ }
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+ // ONE INDEX RESOLVER FOR THE WHOLE GAME (session-1's takeIndex).
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+ // It is pure and holds no order, which it says out loud -- so the
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+ // guarantee that this list has not reshuffled since it was printed
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+ // stays MINE, and lives in utilities/backlog-review.ts. What it
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+ // buys here is that "review 9" against a 3-item list refuses in the
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+ // same words as picking the ninth exit or the ninth item on a
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+ // vendor's shelf, and the remainder comes back VERBATIM -- this
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+ // trailing text is a human's answer, not arguments.
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+ const picked = takeIndex(args.join(' '), queue.length);
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+ if (!picked.ok)
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+ return `${picked.message}${hint(` "backlog review" shows the list again.`)}`;
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+ const item = reviewItemAt(picked.at + 1);
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+ if (!item)
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+ return `There's no item ${picked.at + 1}. The list runs 1-${queue.length}.`;
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+ const n = picked.at + 1;
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+ const text = picked.rest;
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+ if (text.length === 0) {
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+ // A number on its own reads the item back rather than posting an
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+ // empty answer -- most of the time that IS what they wanted.
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+ return this.renderItem(item, n, { full: true });
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+ }
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+ const outcome = await postBacklogComment(item.id, text, {
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+ kind: 'answer',
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+ // The question is answered, so it is no longer awaiting them.
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+ awaitingReporter: false,
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+ runnerName: this.actor?.name,
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+ });
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+ noteBacklogOutcome(outcome);
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+ if (outcome !== 'ok')
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+ return this.explain(outcome);
159
+ markReviewAnswered(item.id);
160
+ const left = reviewSnapshot().filter(i => !isReviewAnswered(i.id)).length;
161
+ return [
162
+ `{cyan-fg}Answered item ${n}. It's on the record against your report.{/cyan-fg}`,
163
+ left > 0
164
+ ? `{white-fg}${left} still waiting on you -- the numbers above haven't moved.{/white-fg}`
165
+ : `{white-fg}That was the last one. Nothing else is waiting on you.{/white-fg}`,
166
+ ].join('\n');
167
+ }
168
+ /** Fetch and render the queue, adopting its order as the numbering. */
169
+ async showQueue() {
170
+ const { outcome, items } = await loadReviewQueue();
171
+ if (outcome !== 'ok' || !items)
172
+ return this.explain(outcome);
173
+ if (items.length === 0) {
174
+ return `Nothing's waiting on you. The board will say so when somebody needs a word back.`;
175
+ }
176
+ return [
177
+ `{cyan-fg}WAITING ON YOU{/cyan-fg}`,
178
+ ...items.map((it, i) => this.renderItem(it, i + 1, { full: false })),
179
+ hint(`"backlog review <n> <your answer>" replies. "backlog review <n>" alone reads one in full.`),
180
+ ].filter(Boolean).join('\n');
181
+ }
182
+ /**
183
+ * One queue row. The two kinds of request READ DIFFERENTLY on purpose
184
+ * even though the server models both as a question awaiting the
185
+ * reporter: "somebody asked about your report" and "this is fixed,
186
+ * can you confirm it in play" are different jobs, and a play-tester
187
+ * skimming a list should be able to tell at a glance which one they
188
+ * are being asked for.
189
+ */
190
+ renderItem(it, n, opts) {
191
+ // THE SERVER SAYS WHICH KIND; the status heuristic is only a
192
+ // fallback for a server too old to say. Deriving it from status was
193
+ // a client guess, and it guessed wrong for the obvious case: a
194
+ // clarifying question about an item that happens to be in-progress
195
+ // is still a question, not a request to go confirm a fix.
196
+ const validation = it.kind
197
+ ? it.kind === 'validation'
198
+ : it.status === 'complete' || it.status === 'in-review';
199
+ const lead = validation
200
+ ? `{cyan-fg}CAN YOU CONFIRM THIS IN PLAY?{/cyan-fg}`
201
+ : `{cyan-fg}QUESTION ABOUT YOUR REPORT{/cyan-fg}`;
202
+ const asker = it.asked?.by ? ` -- ${it.asked.by}` : '';
203
+ const yours = opts.full ? it.text : truncate(it.text, 72);
204
+ // optionMark, not a hand-rolled "1.", so this list sits in the same
205
+ // gutter as the exits, the shelves and the jobs board -- and so it
206
+ // keeps the promise that mark carries: a numbered row means the
207
+ // number works, and this one is resolved by the same takeIndex.
208
+ const rows = [`${optionMark(n)}${lead}${asker}`];
209
+ // `asked` is OPTIONAL on the wire. A review item should always have
210
+ // one -- and "should always" is how a render throws in front of a
211
+ // player. An item that arrives without one still lists, still
212
+ // numbers, and still takes an answer.
213
+ if (it.asked?.text)
214
+ rows.push(` {white-fg}"${it.asked.text}"{/white-fg}`);
215
+ rows.push(` {white-fg}your report: ${yours}{/white-fg}`);
216
+ // What changed, when the ask is to confirm that it did.
217
+ if (validation && it.commits?.length) {
218
+ rows.push(` {white-fg}fixed by: ${it.commits.slice(0, 3).join(', ')}{/white-fg}`);
219
+ }
220
+ return rows.join('\n');
221
+ }
81
222
  async list(statusArg) {
82
223
  let status;
83
224
  if (statusArg) {
@@ -135,6 +276,10 @@ export class BacklogCommand extends Command {
135
276
  switch (status) {
136
277
  case 'complete': return '{green-fg}[done]{/green-fg}';
137
278
  case 'in-progress': return '{cyan-fg}[wip] {/cyan-fg}';
279
+ // Fixed, and waiting on the reporter to confirm it in play. It
280
+ // used to fall through to the default and read "[open]" -- an
281
+ // item awaiting your word shown as one nobody had touched.
282
+ case 'in-review': return '{cyan-fg}[you?] {/cyan-fg}';
138
283
  case 'wont-fix': return '{cyan-fg}[no] {/cyan-fg}';
139
284
  default: return '{yellow-fg}[open]{/yellow-fg}';
140
285
  }
@@ -1 +1 @@
1
- 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1
+ 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@@ -1,18 +1,45 @@
1
- import { BypassCommand } from './bypass-command.js';
2
- import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
1
+ import { Command, ICommand } from './command.js';
3
2
  /**
4
- * The CON skill's barrier verb: fast-talk past a social gate -- a doorman,
5
- * an intercom challenge, a receptionist with a list (bypassType "con").
6
- * Same stakes as pick/hack/cast: a blown story burns the approach for
7
- * good -- they know exactly what you are now, and the district hears
8
- * about it. Rolled on Charisma + con.
3
+ * BLUFF IS SOCIAL, AND SOCIAL MEANS A PERSON (player ruling 2026-08-27:
4
+ * "'bluff' shouldn't work on Barriers like locks/wards/etc. Bluff is a
5
+ * social workaround. The real barrier, in this case, should be Coyote --
6
+ * NPCs can be barriers (can't move through them)").
7
+ *
8
+ * This used to be a BypassCommand: bluff was a bypassType on the barrier
9
+ * itself, so a keypad could be "really a doorman" and you talked the
10
+ * keypad round. That was a category error in two directions at once. A
11
+ * lock has no opinion to change, so there was nothing for the con to
12
+ * work on; and modelling the DOORMAN as a Puzzle to get the social route
13
+ * gave a human being a shortcut that could be BURNED, a coin flip in
14
+ * place of an opposed test, and a "BARRIER:" label in search.
15
+ *
16
+ * So bluff no longer touches barriers at all. What it does instead is
17
+ * the thing the ruling asked for: an OPPOSED SOCIAL TEST against a
18
+ * person who is holding a doorway. An obstructive NPC is one whose
19
+ * `guarding` flag makes utilities/spots.ts holdsGround() keep the way
20
+ * shut; winning clears it and they step aside.
21
+ *
22
+ * Charisma + con against their Willpower + Intuition -- the will not to
23
+ * be moved, and the read on you. Not a coin flip, because a coin flip is
24
+ * what you roll against a mechanism.
25
+ *
26
+ * Losing does NOT burn anything. They remember the story and won't hear
27
+ * it twice from you (conAttemptedBy), but they can still be leaned on,
28
+ * bought, or fought. That distinction is the ruling in miniature: a
29
+ * barrier gets burned, a person just doesn't buy it.
30
+ *
31
+ * Every refusal here NAMES THE ROUTE THAT WOULD WORK, per the standing
32
+ * rule from v5.63/v5.64 -- a bare denial in front of an obvious obstacle
33
+ * is what made a real session conclude the barrier was broken. Typing
34
+ * "bluff" at a maglock says the maglock was never the kind of thing you
35
+ * talk to, and points at what is.
9
36
  */
10
- export declare class BluffCommand extends BypassCommand {
37
+ export declare class BluffCommand extends Command implements ICommand {
11
38
  protected static verb: string;
12
39
  protected static description: string;
13
- protected bypassType: PuzzleBypassType;
14
- protected verbName: string;
15
- protected noPuzzleMessage: string;
16
- execute(args: string[]): Promise<string>;
17
- protected determineOutcome(): Promise<boolean>;
40
+ execute(args?: string[]): Promise<string>;
41
+ /** Is there a barrier in this room at all? Only used to word the
42
+ * refusal correctly -- a player who typed "bluff" at a lock deserves
43
+ * to be pointed at the verbs that do work on it. */
44
+ private roomHasBarrier;
18
45
  }
@@ -1,19 +1,46 @@
1
- import { BypassCommand } from './bypass-command.js';
1
+ import { Command } from './command.js';
2
+ import { hint } from '../utilities/hints.js';
3
+ import { sameSpot, spotOf } from '../utilities/spots.js';
2
4
  import { rollPool, formatRoll } from '../utilities/dice.js';
3
5
  /**
4
- * The CON skill's barrier verb: fast-talk past a social gate -- a doorman,
5
- * an intercom challenge, a receptionist with a list (bypassType "con").
6
- * Same stakes as pick/hack/cast: a blown story burns the approach for
7
- * good -- they know exactly what you are now, and the district hears
8
- * about it. Rolled on Charisma + con.
6
+ * BLUFF IS SOCIAL, AND SOCIAL MEANS A PERSON (player ruling 2026-08-27:
7
+ * "'bluff' shouldn't work on Barriers like locks/wards/etc. Bluff is a
8
+ * social workaround. The real barrier, in this case, should be Coyote --
9
+ * NPCs can be barriers (can't move through them)").
10
+ *
11
+ * This used to be a BypassCommand: bluff was a bypassType on the barrier
12
+ * itself, so a keypad could be "really a doorman" and you talked the
13
+ * keypad round. That was a category error in two directions at once. A
14
+ * lock has no opinion to change, so there was nothing for the con to
15
+ * work on; and modelling the DOORMAN as a Puzzle to get the social route
16
+ * gave a human being a shortcut that could be BURNED, a coin flip in
17
+ * place of an opposed test, and a "BARRIER:" label in search.
18
+ *
19
+ * So bluff no longer touches barriers at all. What it does instead is
20
+ * the thing the ruling asked for: an OPPOSED SOCIAL TEST against a
21
+ * person who is holding a doorway. An obstructive NPC is one whose
22
+ * `guarding` flag makes utilities/spots.ts holdsGround() keep the way
23
+ * shut; winning clears it and they step aside.
24
+ *
25
+ * Charisma + con against their Willpower + Intuition -- the will not to
26
+ * be moved, and the read on you. Not a coin flip, because a coin flip is
27
+ * what you roll against a mechanism.
28
+ *
29
+ * Losing does NOT burn anything. They remember the story and won't hear
30
+ * it twice from you (conAttemptedBy), but they can still be leaned on,
31
+ * bought, or fought. That distinction is the ruling in miniature: a
32
+ * barrier gets burned, a person just doesn't buy it.
33
+ *
34
+ * Every refusal here NAMES THE ROUTE THAT WOULD WORK, per the standing
35
+ * rule from v5.63/v5.64 -- a bare denial in front of an obvious obstacle
36
+ * is what made a real session conclude the barrier was broken. Typing
37
+ * "bluff" at a maglock says the maglock was never the kind of thing you
38
+ * talk to, and points at what is.
9
39
  */
10
- export class BluffCommand extends BypassCommand {
40
+ export class BluffCommand extends Command {
11
41
  static verb = 'bluff';
12
- static description = 'Talk your way past a social barrier (a doorman, a voice-gate) without the passphrase -- Charisma + con. Blow the story and they\'ll never buy another word (the real credential still works).';
13
- bypassType = 'con';
14
- verbName = 'bluff';
15
- noPuzzleMessage = `There's nobody here to bluff past.`;
16
- async execute(args) {
42
+ static description = 'Talk a PERSON round -- Charisma + con. Locks, wards and terminals have no opinion to change; work those with "pick", "hack" or "cast".';
43
+ async execute(args = []) {
17
44
  // Fast-talk needs a face and a voice on the scene -- your meat ones.
18
45
  if (this.actor.plane === 'matrix') {
19
46
  return `Your silver tongue is meat-side, slumped with the rest of you. "jack out" to run your game in person.`;
@@ -24,25 +51,80 @@ export class BluffCommand extends BypassCommand {
24
51
  if (this.actor.plane === 'drone') {
25
52
  return `Nobody buys a story from a hovering drone with a tinny speaker -- a con needs a FACE. "jump" back to yours.`;
26
53
  }
54
+ const room = this.actor.currentLocation;
55
+ const here = room
56
+ ? this.scene.getActorsInRoom(room).filter((a) => a !== this.actor && !a.isIncapacitated())
57
+ : [];
58
+ // NAME THE PEOPLE, because "bluff" is now a question about people and
59
+ // the honest answer to "who?" is a list of who is actually here.
60
+ if (here.length === 0) {
61
+ return `There's nobody here to work. A con needs an audience -- ${room && this.roomHasBarrier() ? `and whatever's blocking you isn't one. It's a THING: work it with "pick", "hack" or "cast", or find the answer and "solve" it.` : `find someone who can say yes.`}`;
62
+ }
63
+ const named = args.join(' ').trim();
64
+ const target = named
65
+ ? here.find(a => a.name.toLowerCase().includes(named.toLowerCase()))
66
+ : undefined;
67
+ if (named && !target) {
68
+ return `You don't see anyone called "${named}" to work. Here: ${here.map(a => a.name).join(', ')}.`;
69
+ }
27
70
  // Working a mark out loud is the opposite of sneaking (see sneak.ts).
28
71
  this.actor.sneaking = false;
29
- return super.execute(args);
30
- }
31
- async determineOutcome() {
32
- // A CON test (Charisma + con, 2 hits; unskilled Charisma - 1) -- the
33
- // Face's answer to the decker's terminal and the ops specialist's
34
- // maglock.
72
+ const who = target ?? here[0];
73
+ if (!sameSpot(this.actor, who)) {
74
+ const spot = spotOf(who);
75
+ return `A story needs to be told close. ${who.name} is at the ${spot ?? 'other side of the room'} -- "move to ${spot ?? who.name}" first.`;
76
+ }
77
+ if (!who.guarding) {
78
+ return [
79
+ `You size ${who.name} up for a story -- but they aren't in your way. A con needs something to BE talked past.`,
80
+ hint(` (Say your piece with "talk-to ${who.name} <what you tell them>", or lean on them with "persuade"/"intimidate".)`),
81
+ ].join('');
82
+ }
83
+ // A MARK REMEMBERS. Not a burned route -- the distinction is the
84
+ // whole ruling. They didn't buy your story; they can still be leaned
85
+ // on, bought, or fought.
86
+ if (who.conAttemptedBy.has(this.actor.name)) {
87
+ return `${who.name} has heard your story once already, and they didn't buy it the first time. Try something that isn't talk.`;
88
+ }
89
+ who.conAttemptedBy.add(this.actor.name);
90
+ // OPPOSED, against the PERSON -- not a coin flip against a lock.
91
+ // Their Willpower + Intuition is what sees through a story: the will
92
+ // not to be moved, and the read on you.
35
93
  const skill = this.actor.skillRating('con');
36
- // A drink beforehand loosens the delivery (see use.ts liquid courage).
37
- // Public Awareness cuts AGAINST a con -- a face people can place is
38
- // a face that can't claim to be someone else (capped at -2).
94
+ // Public Awareness cuts AGAINST a con: a face people can place is a
95
+ // face that can't claim to be someone else (capped at -2).
39
96
  const fame = Math.min(2, this.actor.publicAwareness);
40
- const pool = Math.max(1, this.actor.charisma + (skill > 0 ? skill : -1) + this.actor.consumeLiquidCourage() + this.actor.consumeFirstImpression() + this.actor.augBonus('social') - fame + this.actor.woundModifier - this.actor.sustainingPenalty);
41
- const roll = rollPool(pool);
97
+ const pool = Math.max(1, this.actor.charisma + (skill > 0 ? skill : -1)
98
+ + this.actor.consumeLiquidCourage() + this.actor.consumeFirstImpression()
99
+ + this.actor.augBonus('social') - fame
100
+ + this.actor.woundModifier - this.actor.sustainingPenalty);
101
+ const theirs = Math.max(1, who.willpower + who.intuition);
102
+ const mine = rollPool(pool);
103
+ const resist = rollPool(theirs);
42
104
  if (this.scene.isHumanControlled(this.actor)) {
43
- this.logger.meta(`Con: ${formatRoll(roll)} (2+ to sell it)`);
105
+ this.logger.meta(`Con: ${formatRoll(mine)}`);
106
+ this.logger.meta(` ${who.name} sees through it: ${formatRoll(resist)}`);
44
107
  }
45
- return roll.hits >= 2;
108
+ this.actor.performAction('spins a story for', who.name);
109
+ this.logger.write(`Bluff: ${this.actor.name} vs ${who.name} -- ${mine.hits} vs ${resist.hits} (guarding).`);
110
+ if (mine.hits <= resist.hits) {
111
+ void Promise.resolve(who.hear(this.actor, `[System note: ${this.actor.name} just tried to talk their way past you and you DIDN'T buy it. You are still holding this doorway. Say so, in your own voice, in one short line.]`)).catch(() => undefined);
112
+ return `${who.name} lets you finish, then doesn't move. "Nice try."`;
113
+ }
114
+ // They stand down -- for everyone, deliberately (see Player.guarding).
115
+ who.guarding = false;
116
+ void Promise.resolve(who.hear(this.actor, `[System note: ${this.actor.name} just talked you round and you're STEPPING ASIDE -- you bought the story. One short line as you move, in your own voice. Don't re-block the way.]`)).catch(() => undefined);
117
+ return [
118
+ `${who.name} weighs it, decides you're somebody's problem but not theirs, and steps out of the way.`,
119
+ hint(` (The way is open while they stay stood down.)`),
120
+ ].join('');
121
+ }
122
+ /** Is there a barrier in this room at all? Only used to word the
123
+ * refusal correctly -- a player who typed "bluff" at a lock deserves
124
+ * to be pointed at the verbs that do work on it. */
125
+ roomHasBarrier() {
126
+ const room = this.actor.currentLocation;
127
+ return (room?.openableDevices?.() ?? []).length > 0;
46
128
  }
47
129
  }
48
130
  //# sourceMappingURL=bluff.js.map
@@ -1 +1 @@
1
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@@ -1,34 +1,30 @@
1
1
  import { BypassCommand } from './bypass-command.js';
2
- import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
3
- import { PuzzleTarget } from '../models/room.js';
2
+ import { Device } from '../models/device.js';
4
3
  /**
5
4
  * The FORCEFUL route past a physical barrier (player ruling: "solve" was
6
5
  * too broad -- a maglock wants finesse OR muscle, and muscle deserves its
7
- * own verb). Same barrier class as "pick" (bypassType lockpick), opposite
6
+ * own verb). Same device kind as "pick" (a lock), opposite
8
7
  * philosophy: raw Strength + Body instead of Agility + locksmith, and it
9
8
  * is LOUD no matter what -- a successful breach still raises the world
10
9
  * and ends any sneak (onBypassSuccess), where a clean pick stays quiet.
11
- * The two verbs share the barrier's one burned flag: a seized mechanism
12
- * or a sprung frame spends the shortcut for both -- the findable answer
13
- * remains untouched, as always. The SHARED flag is deliberate; the
14
- * shared WORDING was not. This used to carry a note calling it an
15
- * accepted wart that a breach-burned barrier re-refused with the
16
- * snapped-pick line -- it stopped being acceptable the moment a player
17
- * noticed being told about a pick they never owned (2026-08-27). Hence
18
- * burnedFlavor below: same flag, own fiction. Do not reinstate the wart.
10
+ * NOTHING BURNS ANY MORE. Both verbs used to share the barrier's one
11
+ * "burned" flag -- a failed attempt spent the shortcut for good -- and
12
+ * that flag went with the puzzle mechanic. A lock you failed to force
13
+ * is a lock you can throw yourself at again, which is what a lock is.
14
+ * The trade against "pick" is undiminished: breach is loud whether or
15
+ * not it works, and that is what you are choosing.
19
16
  */
20
17
  export declare class BreachCommand extends BypassCommand {
21
18
  protected static verb: string;
22
19
  protected static description: string;
23
- protected bypassType: PuzzleBypassType;
20
+ protected deviceKind: "lock";
24
21
  protected verbName: string;
25
- protected noPuzzleMessage: string;
22
+ protected noDeviceMessage: string;
26
23
  protected failureFlavor: string;
27
- protected burnedFlavor: string;
28
24
  execute(args: string[]): Promise<string>;
29
25
  protected determineOutcome(): Promise<boolean>;
30
26
  /** Breaching is loud when it WORKS, too -- the defining trade against
31
27
  * pick. The world event lets every listening NPC react (same channel
32
28
  * the failure alarm uses); the sneak is over either way. */
33
- protected onBypassSuccess(target: PuzzleTarget): Promise<string[]>;
29
+ protected onForceSuccess(device: Device): Promise<string[]>;
34
30
  }
@@ -3,27 +3,24 @@ import { rollPool, formatRoll } from '../utilities/dice.js';
3
3
  /**
4
4
  * The FORCEFUL route past a physical barrier (player ruling: "solve" was
5
5
  * too broad -- a maglock wants finesse OR muscle, and muscle deserves its
6
- * own verb). Same barrier class as "pick" (bypassType lockpick), opposite
6
+ * own verb). Same device kind as "pick" (a lock), opposite
7
7
  * philosophy: raw Strength + Body instead of Agility + locksmith, and it
8
8
  * is LOUD no matter what -- a successful breach still raises the world
9
9
  * and ends any sneak (onBypassSuccess), where a clean pick stays quiet.
10
- * The two verbs share the barrier's one burned flag: a seized mechanism
11
- * or a sprung frame spends the shortcut for both -- the findable answer
12
- * remains untouched, as always. The SHARED flag is deliberate; the
13
- * shared WORDING was not. This used to carry a note calling it an
14
- * accepted wart that a breach-burned barrier re-refused with the
15
- * snapped-pick line -- it stopped being acceptable the moment a player
16
- * noticed being told about a pick they never owned (2026-08-27). Hence
17
- * burnedFlavor below: same flag, own fiction. Do not reinstate the wart.
10
+ * NOTHING BURNS ANY MORE. Both verbs used to share the barrier's one
11
+ * "burned" flag -- a failed attempt spent the shortcut for good -- and
12
+ * that flag went with the puzzle mechanic. A lock you failed to force
13
+ * is a lock you can throw yourself at again, which is what a lock is.
14
+ * The trade against "pick" is undiminished: breach is loud whether or
15
+ * not it works, and that is what you are choosing.
18
16
  */
19
17
  export class BreachCommand extends BypassCommand {
20
18
  static verb = 'breach';
21
- static description = 'Force a physical barrier open with raw muscle -- Strength + Body, no skill needed. Loud EVEN WHEN IT WORKS: the crash carries and any sneak is over. Fail, and the frame seizes for good (the real code still works). "breach north" or "breach <name>" if there\'s more than one.';
22
- bypassType = 'lockpick';
19
+ static description = 'Force a physical barrier open with raw muscle -- Strength + Body, no skill needed. Loud EVEN WHEN IT WORKS: the crash carries and any sneak is over. Fail and it holds -- try again if you like, but the boom has already carried. "breach north" or "breach <name>" if there\'s more than one.';
20
+ deviceKind = 'lock';
23
21
  verbName = 'breach';
24
- noPuzzleMessage = "There's nothing here to breach -- no physical barrier holds this room.";
22
+ noDeviceMessage = "There's nothing here to breach -- no physical barrier holds this room.";
25
23
  failureFlavor = `You slam into it and it HOLDS -- the frame seizes solid, and the boom rolls down every corridor on the floor.`;
26
- burnedFlavor = `The frame is sprung and jammed hard in its seat -- you've already thrown everything you have at it, and it won't give twice. Only the real code opens it now.`;
27
24
  async execute(args) {
28
25
  // Shoulders are meat -- same plane fiction as pick.ts.
29
26
  if (this.actor.plane === 'matrix') {
@@ -51,11 +48,11 @@ export class BreachCommand extends BypassCommand {
51
48
  /** Breaching is loud when it WORKS, too -- the defining trade against
52
49
  * pick. The world event lets every listening NPC react (same channel
53
50
  * the failure alarm uses); the sneak is over either way. */
54
- async onBypassSuccess(target) {
51
+ async onForceSuccess(device) {
55
52
  this.actor.sneaking = false;
56
- this.scene.addWorldEvent(`${this.actor.name} breached "${target.puzzle.name}" in ${this.actor.currentLocation.name} -- the crash carried.`);
53
+ this.scene.addWorldEvent(`${this.actor.name} breached "${device.name}" in ${this.actor.currentLocation.name} -- the crash carried.`);
57
54
  // A breach is loud past the walls too (heat -- SINs & getting caught).
58
- this.game?.addHeat(2, `breached "${target.puzzle.name}"`);
55
+ this.game?.addHeat(2, `breached "${device.name}"`);
59
56
  return [` The crash CARRIES -- anyone nearby knows exactly where you are now.`];
60
57
  }
61
58
  }
@@ -1 +1 @@
1
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+ {"version":3,"file":"breach.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/breach.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,aAAa,EAAE,MAAM,qBAAqB,CAAC;AAEpD,OAAO,EAAE,QAAQ,EAAE,UAAU,EAAE,MAAM,sBAAsB,CAAC;AAE5D;;;;;;;;;;;;;GAaG;AACH,MAAM,OAAO,aAAc,SAAQ,aAAa;IACpC,MAAM,CAAC,IAAI,GAAG,QAAQ,CAAC;IACvB,MAAM,CAAC,WAAW,GAAG,iSAAiS,CAAC;IACvT,UAAU,GAAG,MAAe,CAAC;IAC7B,QAAQ,GAAG,QAAQ,CAAC;IACpB,eAAe,GAAG,wEAAwE,CAAC;IAC3F,aAAa,GAAG,+GAA+G,CAAC;IAE1I,KAAK,CAAC,OAAO,CAAC,IAAc;QAC1B,uDAAuD;QACvD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,+DAA+D,IAAI,CAAC,KAAK,CAAC,QAAQ,EAAE,IAAI,IAAI,cAAc,uCAAuC,CAAC;QAC3J,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,QAAQ,EAAE,CAAC;YAClC,OAAO,uGAAuG,CAAC;QACjH,CAAC;QACD,IAAI,IAAI,CAAC,KAAK,CAAC,KAAK,KAAK,OAAO,EAAE,CAAC;YACjC,OAAO,4EAA4E,CAAC;QACtF,CAAC;QACD,OAAO,KAAK,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC;IAC7B,CAAC;IAES,KAAK,CAAC,gBAAgB;QAC9B,kEAAkE;QAClE,qEAAqE;QACrE,6BAA6B;QAC7B,MAAM,IAAI,GAAG,IAAI,CAAC,GAAG,CAAC,CAAC,EAAE,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,GAAG,IAAI,CAAC,KAAK,CAAC,aAAa,GAAG,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,CAAC;QAC1H,MAAM,IAAI,GAAG,QAAQ,CAAC,IAAI,CAAC,CAAC;QAC5B,IAAI,IAAI,CAAC,KAAK,CAAC,iBAAiB,CAAC,IAAI,CAAC,KAAK,CAAC,EAAE,CAAC;YAC7C,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,WAAW,UAAU,CAAC,IAAI,CAAC,eAAe,CAAC,CAAC;QAC/D,CAAC;QACD,OAAO,IAAI,CAAC,IAAI,IAAI,CAAC,CAAC;IACxB,CAAC;IAED;;gEAE4D;IAClD,KAAK,CAAC,cAAc,CAAC,MAAc;QAC3C,IAAI,CAAC,KAAK,CAAC,QAAQ,GAAG,KAAK,CAAC;QAC5B,IAAI,CAAC,KAAK,CAAC,aAAa,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,cAAc,MAAM,CAAC,IAAI,QAAQ,IAAI,CAAC,KAAK,CAAC,eAAe,CAAC,IAAI,wBAAwB,CAAC,CAAC;QACrI,uEAAuE;QACvE,IAAI,CAAC,IAAI,EAAE,OAAO,CAAC,CAAC,EAAE,aAAa,MAAM,CAAC,IAAI,GAAG,CAAC,CAAC;QACnD,OAAO,CAAC,uEAAuE,CAAC,CAAC;IACnF,CAAC"}