@maka/maka-cli 5.64.0 → 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.
- package/bundle/typescript/package.json +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +29 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js +146 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +40 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +107 -25
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +11 -15
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js +13 -16
- package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +8 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js +30 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +40 -49
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +121 -160
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +7 -8
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +13 -13
- package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +30 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js +65 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js +2 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +25 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +2 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +2 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js +2 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +58 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +18 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +2 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +2 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +45 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js +115 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +35 -24
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.d.ts +17 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +136 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +15 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +82 -43
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +419 -263
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +82 -84
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +23 -4
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +95 -79
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.d.ts +30 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js +176 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/game.js +11 -5
- package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/headless.js +24 -0
- package/bundle/typescript/src/commands/game/sideQuest/headless.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/_index.d.ts +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/_index.js +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/_index.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/device.d.ts +121 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/device.js +145 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/device.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/door.d.ts +27 -8
- package/bundle/typescript/src/commands/game/sideQuest/models/door.js +15 -10
- package/bundle/typescript/src/commands/game/sideQuest/models/door.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +81 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +132 -21
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +68 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +102 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +32 -46
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js +38 -63
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +1 -4
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +0 -22
- package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +78 -109
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +4 -101
- package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +24 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.d.ts +52 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.d.ts +63 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +4 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/scene-seed.d.ts +3 -2
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.d.ts +2 -28
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js +1 -14
- package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/ui.js +24 -0
- package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.d.ts +55 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js +36 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.d.ts +45 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js +116 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.d.ts +67 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js +56 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +37 -4
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.d.ts +26 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js +48 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.d.ts +23 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js +55 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.d.ts +57 -2
- package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js +46 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.d.ts +16 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js +18 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +68 -38
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.d.ts +3 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +3 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.d.ts +36 -12
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +101 -27
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.d.ts +88 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js +113 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +54 -5
- package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
- package/bundle/typescript/src/maka.js +1 -1
- package/bundle/typescript/src/maka.js.map +1 -1
- package/bundle/typescript/src/tools/sdk-loader/relocate.d.ts +19 -2
- package/bundle/typescript/src/tools/sdk-loader/relocate.js +22 -2
- package/bundle/typescript/src/tools/sdk-loader/relocate.js.map +1 -1
- package/package.json +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/solve.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js +0 -72
- package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.d.ts +0 -6
- package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js +0 -26
- package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.d.ts +0 -152
- package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +0 -393
- package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +0 -1
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.d.ts +0 -28
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js +0 -2
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js.map +0 -1
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@@ -160,6 +160,30 @@ export function buildPlayerFromSave(save) {
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// picking something up mid-run, since character creation equips at
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// creation time.
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equipIntoEmptySlots(player);
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// A NEW JOB IS A NEW JOB, ON EVERY BOOT PATH (playtest 2026-08-27,
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// 15:05: "I should be able to haggle, as this is the first time
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// meeting").
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//
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// Per-job state is cleared in Player.refreshEdge(), which is reached
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// only from Game.applyDepartureNeeds() -- and that is called only from
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// activateRunScene, the SOLO arrival. A headless boot never ran it, so
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// a save carrying `haggledThisJob: true` from a PREVIOUS job arrived
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// on a shared run still carrying it, and the haggle was refused
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// forever with "you already pushed on the number once this job." The
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// meet even tells them the rate is negotiable, and then it isn't.
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//
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// Two more things ride the same call and were equally stuck: EDGE
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// never refilled (a core resource -- probed at 1/3 on arrival), and
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// First Impression never re-armed.
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//
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// Same rule as the solo path: the pool only refills fed AND slept
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// (SR5e p.56). What is deliberately NOT ported here is the rest of
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// applyDepartureNeeds -- the hunger/sleep fatigue and its narration.
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// That is a DAY-CYCLE transition the hosting server does not own and
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// has no arrival beat to narrate into; porting it would apply locked
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// fatigue to a rider on someone else's schedule. Per-job flags are the
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// half that is unambiguously wrong to skip.
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player.refreshEdge(player.ateThisCycle && player.sleptThisCycle);
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return player;
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}
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export async function createHeadlessSession(opts) {
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@@ -1 +1 @@
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-
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1
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+
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/_index.ts"],"names":[],"mappings":"AAAA,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,
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1
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+
{"version":3,"file":"_index.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/_index.ts"],"names":[],"mappings":"AAAA,cAAc,WAAW,CAAC;AAC1B,cAAc,gBAAgB,CAAC;AAC/B,cAAc,WAAW,CAAC;AAC1B,cAAc,UAAU,CAAC;AACzB,cAAc,aAAa,CAAC;AAC5B,cAAc,WAAW,CAAC;AAC1B,cAAc,YAAY,CAAC"}
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@@ -0,0 +1,121 @@
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1
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+
import { Item } from './item.js';
|
|
2
|
+
import { DeviceKind } from '../utilities/affordances.js';
|
|
3
|
+
export interface IDeviceConfig {
|
|
4
|
+
kind: DeviceKind;
|
|
5
|
+
name: string;
|
|
6
|
+
description: string;
|
|
7
|
+
/** The credential this device answers to. ONLY meaningful on a
|
|
8
|
+
* 'panel' -- see the note on `code` below. */
|
|
9
|
+
code?: string;
|
|
10
|
+
/** An item that opens it outright -- a keycard, a physical key. */
|
|
11
|
+
keyItem?: Item;
|
|
12
|
+
/** Handed over when it opens (a safe's contents). */
|
|
13
|
+
grantsItem?: Item;
|
|
14
|
+
/** Where in its room it physically stands. Unset = anywhere. */
|
|
15
|
+
atSpot?: string;
|
|
16
|
+
/** The exit of its own room that opening this device unseals. */
|
|
17
|
+
opensExit?: string;
|
|
18
|
+
openMessage?: string;
|
|
19
|
+
refuseMessage?: string;
|
|
20
|
+
}
|
|
21
|
+
/**
|
|
22
|
+
* A DEVICE: a thing in a room that is shut and can be opened.
|
|
23
|
+
*
|
|
24
|
+
* The replacement for Puzzle, and the difference is not cosmetic. A
|
|
25
|
+
* puzzle was a riddle wearing the costume of an object -- it had an
|
|
26
|
+
* answer, a prerequisite, a "solved" flag and a burnable shortcut, and
|
|
27
|
+
* the fiction had to be bent around that shape. A device is an OBJECT
|
|
28
|
+
* with an interface, and the verbs that work it are the ones that would
|
|
29
|
+
* work the real thing. The user's framing is the whole specification:
|
|
30
|
+
* "A lock is not a puzzle, it has a key. A keypad has an interface (to
|
|
31
|
+
* use). An NPC in the doorway can be persuaded/bluffed/conned to move
|
|
32
|
+
* aside. A persistent forcewall can be dispelled."
|
|
33
|
+
*
|
|
34
|
+
* A DEVICE IS ALWAYS ROOM-OWNED. There is no Device hanging off a Door,
|
|
35
|
+
* because a keypad beside a grate physically stands in ONE room -- the
|
|
36
|
+
* one you have to be standing in to reach it. Puzzles could be attached
|
|
37
|
+
* to a door OR placed in a room, which meant every consumer had to
|
|
38
|
+
* handle both, two validators had to agree about it, and a normaliser
|
|
39
|
+
* had to reconcile them; the comments record that fault family killing
|
|
40
|
+
* two consecutive generations. Being in a room is not a special case
|
|
41
|
+
* here, it is the only case.
|
|
42
|
+
*
|
|
43
|
+
* STATE IS EXACTLY ONE FIELD: `open`. Not solved-and-burned-and-locked;
|
|
44
|
+
* a thing is shut or it isn't. Everything else -- whether you may try,
|
|
45
|
+
* what it says when you get it wrong, what opening it does -- is
|
|
46
|
+
* derived from the kind and the config.
|
|
47
|
+
*
|
|
48
|
+
* A CODE ONLY BELONGS ON A PANEL. User ruling, verbatim: "if it's a
|
|
49
|
+
* _mechanical_ lock, it has a key or can be picked. You can't talk at a
|
|
50
|
+
* _mechanical_ lock." A 'lock' therefore opens by key or by force, and
|
|
51
|
+
* a 'ward' by the Art -- neither has anything to hear a phrase with.
|
|
52
|
+
* The migration enforces this by dropping the phrase off anything that
|
|
53
|
+
* isn't a panel.
|
|
54
|
+
*/
|
|
55
|
+
export declare class Device {
|
|
56
|
+
readonly kind: DeviceKind;
|
|
57
|
+
name: string;
|
|
58
|
+
description: string;
|
|
59
|
+
code?: string;
|
|
60
|
+
keyItem?: Item;
|
|
61
|
+
grantsItem?: Item;
|
|
62
|
+
atSpot?: string;
|
|
63
|
+
opensExit?: string;
|
|
64
|
+
openMessage: string;
|
|
65
|
+
refuseMessage: string;
|
|
66
|
+
/** The whole of this device's state. */
|
|
67
|
+
open: boolean;
|
|
68
|
+
constructor(config: IDeviceConfig);
|
|
69
|
+
isOpen(): boolean;
|
|
70
|
+
/** Every verb that works this device, for telling the player exactly
|
|
71
|
+
* what they may type. */
|
|
72
|
+
verbs(): string[];
|
|
73
|
+
/**
|
|
74
|
+
* OFFER a credential or a key to this device -- the deterministic
|
|
75
|
+
* route, from solve(). Succeeds when the code matches or the right
|
|
76
|
+
* item is in hand; a device with neither can only be forced.
|
|
77
|
+
*
|
|
78
|
+
* No prerequisite branch: `requiresPuzzle` is gone. A thing that
|
|
79
|
+
* needs something else to happen first is modelled by that something
|
|
80
|
+
* else -- a door that is locked, a person in the way -- not by a
|
|
81
|
+
* device refusing on behalf of a puzzle elsewhere.
|
|
82
|
+
*/
|
|
83
|
+
offer(providedAnswer: string, held: {
|
|
84
|
+
hasItem(name: string): boolean;
|
|
85
|
+
}): {
|
|
86
|
+
success: boolean;
|
|
87
|
+
message: string;
|
|
88
|
+
};
|
|
89
|
+
/**
|
|
90
|
+
* MAY this device be forced by the given verb -- the gate, from
|
|
91
|
+
* checkBypassGate(). Two of that method's four refusals are gone with
|
|
92
|
+
* the concepts behind them: 'locked' (no prerequisites) and 'burned'
|
|
93
|
+
* (no one-shot shortcut; a lock you failed to pick is a lock you can
|
|
94
|
+
* try again, which is what a lock is).
|
|
95
|
+
*/
|
|
96
|
+
canForce(verb: string): {
|
|
97
|
+
allowed: boolean;
|
|
98
|
+
message?: string;
|
|
99
|
+
};
|
|
100
|
+
/**
|
|
101
|
+
* Apply an outcome decided elsewhere (a skill roll in the command).
|
|
102
|
+
* Assumes canForce() passed. No burn write -- failing to force a
|
|
103
|
+
* thing does not spend the thing.
|
|
104
|
+
*/
|
|
105
|
+
force(succeeded: boolean): {
|
|
106
|
+
success: boolean;
|
|
107
|
+
message: string;
|
|
108
|
+
alarmed: boolean;
|
|
109
|
+
};
|
|
110
|
+
/**
|
|
111
|
+
* The wrong-verb answer, in this device's own fiction -- keyed on what
|
|
112
|
+
* it IS, never on what was typed.
|
|
113
|
+
*/
|
|
114
|
+
wrongRouteMessage(): string;
|
|
115
|
+
/** The coaching line, behind the hints toggle. */
|
|
116
|
+
getHint(): string | undefined;
|
|
117
|
+
/** Persistence-only: one flag in, nothing out. */
|
|
118
|
+
restoreState(state: {
|
|
119
|
+
open: boolean;
|
|
120
|
+
}): void;
|
|
121
|
+
}
|
|
@@ -0,0 +1,145 @@
|
|
|
1
|
+
import { matchesCredential } from '../utilities/credentials.js';
|
|
2
|
+
import { AFFORDANCE_FLAVOR, verbsFor } from '../utilities/affordances.js';
|
|
3
|
+
import { hint } from '../utilities/hints.js';
|
|
4
|
+
/**
|
|
5
|
+
* A DEVICE: a thing in a room that is shut and can be opened.
|
|
6
|
+
*
|
|
7
|
+
* The replacement for Puzzle, and the difference is not cosmetic. A
|
|
8
|
+
* puzzle was a riddle wearing the costume of an object -- it had an
|
|
9
|
+
* answer, a prerequisite, a "solved" flag and a burnable shortcut, and
|
|
10
|
+
* the fiction had to be bent around that shape. A device is an OBJECT
|
|
11
|
+
* with an interface, and the verbs that work it are the ones that would
|
|
12
|
+
* work the real thing. The user's framing is the whole specification:
|
|
13
|
+
* "A lock is not a puzzle, it has a key. A keypad has an interface (to
|
|
14
|
+
* use). An NPC in the doorway can be persuaded/bluffed/conned to move
|
|
15
|
+
* aside. A persistent forcewall can be dispelled."
|
|
16
|
+
*
|
|
17
|
+
* A DEVICE IS ALWAYS ROOM-OWNED. There is no Device hanging off a Door,
|
|
18
|
+
* because a keypad beside a grate physically stands in ONE room -- the
|
|
19
|
+
* one you have to be standing in to reach it. Puzzles could be attached
|
|
20
|
+
* to a door OR placed in a room, which meant every consumer had to
|
|
21
|
+
* handle both, two validators had to agree about it, and a normaliser
|
|
22
|
+
* had to reconcile them; the comments record that fault family killing
|
|
23
|
+
* two consecutive generations. Being in a room is not a special case
|
|
24
|
+
* here, it is the only case.
|
|
25
|
+
*
|
|
26
|
+
* STATE IS EXACTLY ONE FIELD: `open`. Not solved-and-burned-and-locked;
|
|
27
|
+
* a thing is shut or it isn't. Everything else -- whether you may try,
|
|
28
|
+
* what it says when you get it wrong, what opening it does -- is
|
|
29
|
+
* derived from the kind and the config.
|
|
30
|
+
*
|
|
31
|
+
* A CODE ONLY BELONGS ON A PANEL. User ruling, verbatim: "if it's a
|
|
32
|
+
* _mechanical_ lock, it has a key or can be picked. You can't talk at a
|
|
33
|
+
* _mechanical_ lock." A 'lock' therefore opens by key or by force, and
|
|
34
|
+
* a 'ward' by the Art -- neither has anything to hear a phrase with.
|
|
35
|
+
* The migration enforces this by dropping the phrase off anything that
|
|
36
|
+
* isn't a panel.
|
|
37
|
+
*/
|
|
38
|
+
export class Device {
|
|
39
|
+
kind;
|
|
40
|
+
name;
|
|
41
|
+
description;
|
|
42
|
+
code;
|
|
43
|
+
keyItem;
|
|
44
|
+
grantsItem;
|
|
45
|
+
atSpot;
|
|
46
|
+
opensExit;
|
|
47
|
+
openMessage;
|
|
48
|
+
refuseMessage;
|
|
49
|
+
/** The whole of this device's state. */
|
|
50
|
+
open = false;
|
|
51
|
+
constructor(config) {
|
|
52
|
+
this.kind = config.kind;
|
|
53
|
+
this.name = config.name;
|
|
54
|
+
this.description = config.description;
|
|
55
|
+
// Enforced here as well as in the migration, because a generated
|
|
56
|
+
// seed can reach this constructor directly.
|
|
57
|
+
this.code = config.kind === 'panel' ? config.code : undefined;
|
|
58
|
+
this.keyItem = config.keyItem;
|
|
59
|
+
this.grantsItem = config.grantsItem;
|
|
60
|
+
this.atSpot = config.atSpot;
|
|
61
|
+
this.opensExit = config.opensExit;
|
|
62
|
+
this.openMessage = config.openMessage || 'It opens.';
|
|
63
|
+
this.refuseMessage = config.refuseMessage || `Nothing happens.`;
|
|
64
|
+
}
|
|
65
|
+
isOpen() {
|
|
66
|
+
return this.open;
|
|
67
|
+
}
|
|
68
|
+
/** Every verb that works this device, for telling the player exactly
|
|
69
|
+
* what they may type. */
|
|
70
|
+
verbs() {
|
|
71
|
+
return verbsFor(this.kind);
|
|
72
|
+
}
|
|
73
|
+
/**
|
|
74
|
+
* OFFER a credential or a key to this device -- the deterministic
|
|
75
|
+
* route, from solve(). Succeeds when the code matches or the right
|
|
76
|
+
* item is in hand; a device with neither can only be forced.
|
|
77
|
+
*
|
|
78
|
+
* No prerequisite branch: `requiresPuzzle` is gone. A thing that
|
|
79
|
+
* needs something else to happen first is modelled by that something
|
|
80
|
+
* else -- a door that is locked, a person in the way -- not by a
|
|
81
|
+
* device refusing on behalf of a puzzle elsewhere.
|
|
82
|
+
*/
|
|
83
|
+
offer(providedAnswer, held) {
|
|
84
|
+
if (this.open) {
|
|
85
|
+
return { success: false, message: `${this.name} is already open.` };
|
|
86
|
+
}
|
|
87
|
+
const byKey = this.keyItem ? held.hasItem(this.keyItem.name) : false;
|
|
88
|
+
const byCode = matchesCredential(this.code, providedAnswer);
|
|
89
|
+
if (byKey || byCode) {
|
|
90
|
+
this.open = true;
|
|
91
|
+
return { success: true, message: this.openMessage };
|
|
92
|
+
}
|
|
93
|
+
return { success: false, message: this.refuseMessage };
|
|
94
|
+
}
|
|
95
|
+
/**
|
|
96
|
+
* MAY this device be forced by the given verb -- the gate, from
|
|
97
|
+
* checkBypassGate(). Two of that method's four refusals are gone with
|
|
98
|
+
* the concepts behind them: 'locked' (no prerequisites) and 'burned'
|
|
99
|
+
* (no one-shot shortcut; a lock you failed to pick is a lock you can
|
|
100
|
+
* try again, which is what a lock is).
|
|
101
|
+
*/
|
|
102
|
+
canForce(verb) {
|
|
103
|
+
if (this.open) {
|
|
104
|
+
return { allowed: false, message: `${this.name} is already open.` };
|
|
105
|
+
}
|
|
106
|
+
if (!this.verbs().includes(verb)) {
|
|
107
|
+
return { allowed: false, message: this.wrongRouteMessage() };
|
|
108
|
+
}
|
|
109
|
+
return { allowed: true };
|
|
110
|
+
}
|
|
111
|
+
/**
|
|
112
|
+
* Apply an outcome decided elsewhere (a skill roll in the command).
|
|
113
|
+
* Assumes canForce() passed. No burn write -- failing to force a
|
|
114
|
+
* thing does not spend the thing.
|
|
115
|
+
*/
|
|
116
|
+
force(succeeded) {
|
|
117
|
+
if (succeeded) {
|
|
118
|
+
this.open = true;
|
|
119
|
+
return { success: true, message: this.openMessage, alarmed: false };
|
|
120
|
+
}
|
|
121
|
+
return { success: false, message: AFFORDANCE_FLAVOR[this.kind].failureMessage, alarmed: true };
|
|
122
|
+
}
|
|
123
|
+
/**
|
|
124
|
+
* The wrong-verb answer, in this device's own fiction -- keyed on what
|
|
125
|
+
* it IS, never on what was typed.
|
|
126
|
+
*/
|
|
127
|
+
wrongRouteMessage() {
|
|
128
|
+
const safeRoute = this.code
|
|
129
|
+
? `(The code itself always works, if you turn it up: "use ${this.name.toLowerCase()} <the code>".)`
|
|
130
|
+
: this.keyItem
|
|
131
|
+
? `(The right key opens it clean: "unlock" with ${this.keyItem.name} in hand.)`
|
|
132
|
+
: `(There's no code on this one -- force is the only way through.)`;
|
|
133
|
+
return `That finds no purchase here. ${AFFORDANCE_FLAVOR[this.kind].resists}\n${safeRoute}`;
|
|
134
|
+
}
|
|
135
|
+
/** The coaching line, behind the hints toggle. */
|
|
136
|
+
getHint() {
|
|
137
|
+
const text = hint(AFFORDANCE_FLAVOR[this.kind].hint);
|
|
138
|
+
return text.length > 0 ? text : undefined;
|
|
139
|
+
}
|
|
140
|
+
/** Persistence-only: one flag in, nothing out. */
|
|
141
|
+
restoreState(state) {
|
|
142
|
+
this.open = state.open;
|
|
143
|
+
}
|
|
144
|
+
}
|
|
145
|
+
//# sourceMappingURL=device.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"device.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/device.ts"],"names":[],"mappings":"AACA,OAAO,EAAE,iBAAiB,EAAE,MAAM,6BAA6B,CAAC;AAChE,OAAO,EAAE,iBAAiB,EAAc,QAAQ,EAAE,MAAM,6BAA6B,CAAC;AACtF,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAqB7C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,MAAM,OAAO,MAAM;IACD,IAAI,CAAa;IAC1B,IAAI,CAAS;IACb,WAAW,CAAS;IACpB,IAAI,CAAU;IACd,OAAO,CAAQ;IACf,UAAU,CAAQ;IAClB,MAAM,CAAU;IAChB,SAAS,CAAU;IACnB,WAAW,CAAS;IACpB,aAAa,CAAS;IAE7B,wCAAwC;IACjC,IAAI,GAAG,KAAK,CAAC;IAEpB,YAAY,MAAqB;QAC/B,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;QACxB,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;QACxB,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,CAAC;QACtC,iEAAiE;QACjE,4CAA4C;QAC5C,IAAI,CAAC,IAAI,GAAG,MAAM,CAAC,IAAI,KAAK,OAAO,CAAC,CAAC,CAAC,MAAM,CAAC,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC;QAC9D,IAAI,CAAC,OAAO,GAAG,MAAM,CAAC,OAAO,CAAC;QAC9B,IAAI,CAAC,UAAU,GAAG,MAAM,CAAC,UAAU,CAAC;QACpC,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,MAAM,CAAC;QAC5B,IAAI,CAAC,SAAS,GAAG,MAAM,CAAC,SAAS,CAAC;QAClC,IAAI,CAAC,WAAW,GAAG,MAAM,CAAC,WAAW,IAAI,WAAW,CAAC;QACrD,IAAI,CAAC,aAAa,GAAG,MAAM,CAAC,aAAa,IAAI,kBAAkB,CAAC;IAClE,CAAC;IAED,MAAM;QACJ,OAAO,IAAI,CAAC,IAAI,CAAC;IACnB,CAAC;IAED;8BAC0B;IAC1B,KAAK;QACH,OAAO,QAAQ,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC;IAC7B,CAAC;IAED;;;;;;;;;OASG;IACH,KAAK,CAAC,cAAsB,EAAE,IAAwC;QACpE,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;YACd,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC,IAAI,mBAAmB,EAAE,CAAC;QACtE,CAAC;QACD,MAAM,KAAK,GAAG,IAAI,CAAC,OAAO,CAAC,CAAC,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,OAAO,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,KAAK,CAAC;QACrE,MAAM,MAAM,GAAG,iBAAiB,CAAC,IAAI,CAAC,IAAI,EAAE,cAAc,CAAC,CAAC;QAC5D,IAAI,KAAK,IAAI,MAAM,EAAE,CAAC;YACpB,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;YACjB,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,CAAC;QACtD,CAAC;QACD,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,CAAC,aAAa,EAAE,CAAC;IACzD,CAAC;IAED;;;;;;OAMG;IACH,QAAQ,CAAC,IAAY;QACnB,IAAI,IAAI,CAAC,IAAI,EAAE,CAAC;YACd,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,GAAG,IAAI,CAAC,IAAI,mBAAmB,EAAE,CAAC;QACtE,CAAC;QACD,IAAI,CAAC,IAAI,CAAC,KAAK,EAAE,CAAC,QAAQ,CAAC,IAAI,CAAC,EAAE,CAAC;YACjC,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,IAAI,CAAC,iBAAiB,EAAE,EAAE,CAAC;QAC/D,CAAC;QACD,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;IAC3B,CAAC;IAED;;;;OAIG;IACH,KAAK,CAAC,SAAkB;QACtB,IAAI,SAAS,EAAE,CAAC;YACd,IAAI,CAAC,IAAI,GAAG,IAAI,CAAC;YACjB,OAAO,EAAE,OAAO,EAAE,IAAI,EAAE,OAAO,EAAE,IAAI,CAAC,WAAW,EAAE,OAAO,EAAE,KAAK,EAAE,CAAC;QACtE,CAAC;QACD,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,OAAO,EAAE,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,cAAc,EAAE,OAAO,EAAE,IAAI,EAAE,CAAC;IACjG,CAAC;IAED;;;OAGG;IACH,iBAAiB;QACf,MAAM,SAAS,GAAG,IAAI,CAAC,IAAI;YACzB,CAAC,CAAC,0DAA0D,IAAI,CAAC,IAAI,CAAC,WAAW,EAAE,gBAAgB;YACnG,CAAC,CAAC,IAAI,CAAC,OAAO;gBACZ,CAAC,CAAC,gDAAgD,IAAI,CAAC,OAAO,CAAC,IAAI,YAAY;gBAC/E,CAAC,CAAC,iEAAiE,CAAC;QACxE,OAAO,gCAAgC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,OAAO,KAAK,SAAS,EAAE,CAAC;IAC9F,CAAC;IAED,kDAAkD;IAClD,OAAO;QACL,MAAM,IAAI,GAAG,IAAI,CAAC,iBAAiB,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,CAAC;QACrD,OAAO,IAAI,CAAC,MAAM,GAAG,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,SAAS,CAAC;IAC5C,CAAC;IAED,kDAAkD;IAClD,YAAY,CAAC,KAAwB;QACnC,IAAI,CAAC,IAAI,GAAG,KAAK,CAAC,IAAI,CAAC;IACzB,CAAC;CACF"}
|
|
@@ -1,13 +1,32 @@
|
|
|
1
1
|
import { Logger } from '../utilities/logger.js';
|
|
2
2
|
import { Room } from './room.js';
|
|
3
|
-
import { Puzzle } from './puzzle.js';
|
|
4
3
|
import { AbstractDoor } from '../types/shared/abstracts.js';
|
|
5
4
|
export interface IDoorConstructorConfig {
|
|
6
5
|
roomA: Room;
|
|
7
6
|
roomB: Room;
|
|
8
7
|
isLocked?: boolean;
|
|
9
8
|
unlockItemOrSolution?: string;
|
|
10
|
-
|
|
9
|
+
}
|
|
10
|
+
/**
|
|
11
|
+
* WHICH DEVICE HOLDS THIS DOOR, and where that device stands.
|
|
12
|
+
*
|
|
13
|
+
* A Door is ONE object filed in BOTH rooms' exits maps, so a device in
|
|
14
|
+
* the chapel locks the same door a player standing in the crypt below
|
|
15
|
+
* is looking at -- with no device visible from their side. Without
|
|
16
|
+
* this, that player gets "the way up is locked" and nothing to act on:
|
|
17
|
+
* the dead-end refusal this codebase has spent four waves removing.
|
|
18
|
+
*
|
|
19
|
+
* Written ONCE, at wiring time (scene-factory step 4.9), and read by
|
|
20
|
+
* go.ts's refusal. Deliberately NOT a lookup across every room's
|
|
21
|
+
* devices at refusal time: that would be a second source of truth free
|
|
22
|
+
* to disagree with the lock itself, computed in the hot path of every
|
|
23
|
+
* failed move.
|
|
24
|
+
*/
|
|
25
|
+
export interface IDoorHolder {
|
|
26
|
+
/** The device's name, as the player would say it. */
|
|
27
|
+
device: string;
|
|
28
|
+
/** The room it physically stands in. */
|
|
29
|
+
room: string;
|
|
11
30
|
}
|
|
12
31
|
export declare class Door extends AbstractDoor {
|
|
13
32
|
name: string;
|
|
@@ -15,17 +34,17 @@ export declare class Door extends AbstractDoor {
|
|
|
15
34
|
roomB: Room;
|
|
16
35
|
isLocked: boolean;
|
|
17
36
|
unlockItemOrSolution?: string;
|
|
18
|
-
|
|
37
|
+
/** Set when a Device holds this door shut -- see IDoorHolder. */
|
|
38
|
+
heldBy?: IDoorHolder;
|
|
19
39
|
logger: Logger;
|
|
20
40
|
isLockable: boolean;
|
|
21
41
|
constructor(config: IDoorConstructorConfig);
|
|
22
42
|
/**
|
|
23
|
-
*
|
|
24
|
-
*
|
|
25
|
-
*
|
|
26
|
-
* wasn't already (a puzzle-guarded door starts locked by definition).
|
|
43
|
+
* Marks this door as held by a Device, and locks it. Called once at
|
|
44
|
+
* wiring time; the back-reference is what lets a refusal on EITHER
|
|
45
|
+
* side name where the mechanism actually is.
|
|
27
46
|
*/
|
|
28
|
-
|
|
47
|
+
heldByDevice(deviceName: string, roomName: string): void;
|
|
29
48
|
getOtherSide(currentRoom: Room): Room;
|
|
30
49
|
getOtherSideToName(currentRoom: Room): string;
|
|
31
50
|
attemptUnlock(itemOrSolution: string): boolean;
|
|
@@ -6,7 +6,8 @@ export class Door extends AbstractDoor {
|
|
|
6
6
|
roomB; // The other side of the door
|
|
7
7
|
isLocked;
|
|
8
8
|
unlockItemOrSolution;
|
|
9
|
-
|
|
9
|
+
/** Set when a Device holds this door shut -- see IDoorHolder. */
|
|
10
|
+
heldBy;
|
|
10
11
|
logger;
|
|
11
12
|
isLockable;
|
|
12
13
|
constructor(config) {
|
|
@@ -14,21 +15,25 @@ export class Door extends AbstractDoor {
|
|
|
14
15
|
this.roomA = config.roomA;
|
|
15
16
|
this.roomB = config.roomB;
|
|
16
17
|
this.name = `${this.roomA.name} <-> ${this.roomB.name}`;
|
|
17
|
-
|
|
18
|
+
// A door starts locked only if the seed says so, or if a key is
|
|
19
|
+
// required. It NO LONGER infers a locked start from carrying a
|
|
20
|
+
// puzzle -- there is no puzzle. A Device that opens this door locks
|
|
21
|
+
// it explicitly at wiring time (scene-factory step 4.9), and the
|
|
22
|
+
// golden test asserts that, because a dropped lock step fails
|
|
23
|
+
// silently: the hub's only gated content would simply stand open.
|
|
24
|
+
this.isLocked = config.isLocked || false;
|
|
18
25
|
this.unlockItemOrSolution = config.unlockItemOrSolution;
|
|
19
|
-
this.puzzle = config.puzzle;
|
|
20
26
|
this.logger = Logger.getInstance();
|
|
21
|
-
this.isLockable = !!config.unlockItemOrSolution
|
|
27
|
+
this.isLockable = !!config.unlockItemOrSolution;
|
|
22
28
|
this.logger.write(`Door created between ${this.roomA.name} and ${this.roomB.name}. Is Locked: ${this.isLocked}`);
|
|
23
29
|
}
|
|
24
30
|
/**
|
|
25
|
-
*
|
|
26
|
-
*
|
|
27
|
-
*
|
|
28
|
-
* wasn't already (a puzzle-guarded door starts locked by definition).
|
|
31
|
+
* Marks this door as held by a Device, and locks it. Called once at
|
|
32
|
+
* wiring time; the back-reference is what lets a refusal on EITHER
|
|
33
|
+
* side name where the mechanism actually is.
|
|
29
34
|
*/
|
|
30
|
-
|
|
31
|
-
this.
|
|
35
|
+
heldByDevice(deviceName, roomName) {
|
|
36
|
+
this.heldBy = { device: deviceName, room: roomName };
|
|
32
37
|
this.isLocked = true;
|
|
33
38
|
this.isLockable = true;
|
|
34
39
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"door.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/door.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;
|
|
1
|
+
{"version":3,"file":"door.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/models/door.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,wBAAwB,CAAC;AAGhD,OAAO,EAAE,YAAY,EAAE,MAAM,8BAA8B,CAAC;AA+B5D,MAAM,OAAO,IAAK,SAAQ,YAAY;IACpC,IAAI,CAAS;IACb,KAAK,CAAO,CAAE,uBAAuB;IACrC,KAAK,CAAO,CAAE,6BAA6B;IAC3C,QAAQ,CAAU;IAClB,oBAAoB,CAAU;IAC9B,iEAAiE;IACjE,MAAM,CAAe;IACrB,MAAM,CAAS;IACf,UAAU,CAAS;IAEnB,YAAY,MAA8B;QACxC,KAAK,EAAE,CAAC;QACR,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QAC1B,IAAI,CAAC,KAAK,GAAG,MAAM,CAAC,KAAK,CAAC;QAC1B,IAAI,CAAC,IAAI,GAAG,GAAG,IAAI,CAAC,KAAK,CAAC,IAAI,QAAQ,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;QACxD,gEAAgE;QAChE,+DAA+D;QAC/D,oEAAoE;QACpE,iEAAiE;QACjE,8DAA8D;QAC9D,kEAAkE;QAClE,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,QAAQ,IAAI,KAAK,CAAC;QACzC,IAAI,CAAC,oBAAoB,GAAG,MAAM,CAAC,oBAAoB,CAAC;QACxD,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC,WAAW,EAAE,CAAC;QACnC,IAAI,CAAC,UAAU,GAAG,CAAC,CAAC,MAAM,CAAC,oBAAoB,CAAC;QAEhD,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,wBAAwB,IAAI,CAAC,KAAK,CAAC,IAAI,QAAQ,IAAI,CAAC,KAAK,CAAC,IAAI,gBAAgB,IAAI,CAAC,QAAQ,EAAE,CAAC,CAAC;IACnH,CAAC;IAED;;;;OAIG;IACH,YAAY,CAAC,UAAkB,EAAE,QAAgB;QAC/C,IAAI,CAAC,MAAM,GAAG,EAAE,MAAM,EAAE,UAAU,EAAE,IAAI,EAAE,QAAQ,EAAE,CAAC;QACrD,IAAI,CAAC,QAAQ,GAAG,IAAI,CAAC;QACrB,IAAI,CAAC,UAAU,GAAG,IAAI,CAAC;IACzB,CAAC;IAED,YAAY,CAAC,WAAiB;QAC5B,OAAO,CAAC,IAAI,CAAC,KAAK,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,IAAI,CAAC,KAAK,CAAC;IAChE,CAAC;IAED,kBAAkB,CAAC,WAAiB;QAClC,OAAO,CAAC,IAAI,CAAC,KAAK,KAAK,WAAW,CAAC,CAAC,CAAC,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC,CAAC,CAAC,MAAM,IAAI,CAAC,KAAK,CAAC,IAAI,EAAE,CAAC;IAC1F,CAAC;IAED,aAAa,CAAC,cAAsB;QAClC,IAAI,IAAI,CAAC,QAAQ,IAAI,IAAI,CAAC,oBAAoB,IAAI,IAAI,CAAC,oBAAoB,KAAK,cAAc,EAAE,CAAC;YAC/F,IAAI,CAAC,QAAQ,GAAG,KAAK,CAAC;YACtB,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,kBAAkB,IAAI,CAAC,IAAI,WAAW,cAAc,EAAE,CAAC,CAAC;YAC1E,OAAO,IAAI,CAAC;QACd,CAAC;QACD,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,0BAA0B,IAAI,CAAC,IAAI,WAAW,cAAc,EAAE,CAAC,CAAC;QAClF,OAAO,KAAK,CAAC;IACf,CAAC;IAED,aAAa;QACX,OAAO,IAAI,CAAC,QAAQ,CAAC;IACvB,CAAC;IAED,eAAe;QACb,OAAO,IAAI,CAAC,UAAU,CAAC;IACzB,CAAC;CACF"}
|
|
@@ -8,6 +8,87 @@ export interface INPCConstructorConfig {
|
|
|
8
8
|
description: string;
|
|
9
9
|
playerConstructorConfig: IPlayerConstructorConfig;
|
|
10
10
|
}
|
|
11
|
+
/**
|
|
12
|
+
* One barrier as the prompt needs to see it.
|
|
13
|
+
*
|
|
14
|
+
* STRUCTURAL on purpose, and that is the entire reason this interface
|
|
15
|
+
* exists rather than the functions below taking a `Puzzle`. The
|
|
16
|
+
* puzzle/solve mechanic is being replaced by a `Device` model, and these
|
|
17
|
+
* two functions are the last thing standing between an NPC and inventing
|
|
18
|
+
* a door code. Typing them over a SHAPE rather than a class means the
|
|
19
|
+
* type swap is a change of adapter at one call site, with these
|
|
20
|
+
* functions and their tests untouched -- so "the rewrite preserved the
|
|
21
|
+
* behaviour" becomes something the suite proves rather than something we
|
|
22
|
+
* hope.
|
|
23
|
+
*
|
|
24
|
+
* `description` is optional and interpolated raw, which preserves an
|
|
25
|
+
* existing wart exactly: a barrier with no description renders the
|
|
26
|
+
* literal string "undefined" into the prompt today. Recorded rather than
|
|
27
|
+
* fixed, because this extraction is behaviour-preserving by contract and
|
|
28
|
+
* a silent improvement here would make the swap unprovable.
|
|
29
|
+
*
|
|
30
|
+
* `sealingDirection` is a plain string so this pair depends on nothing:
|
|
31
|
+
* a `Direction` is assignable to it, and the functions stay importable
|
|
32
|
+
* from anywhere.
|
|
33
|
+
*/
|
|
34
|
+
export interface IBarrierPost {
|
|
35
|
+
name: string;
|
|
36
|
+
/**
|
|
37
|
+
* MANDATORY, as of the Device flip. It was optional while Puzzle fed
|
|
38
|
+
* this interface (a riddle genuinely could be absent), and the cost
|
|
39
|
+
* was that barrierPostNote interpolated it raw and rendered the
|
|
40
|
+
* literal string "undefined" into an NPC's prompt. Device cannot be
|
|
41
|
+
* constructed without a description, so that branch is DEAD rather
|
|
42
|
+
* than guarded -- a deletion, not a fix.
|
|
43
|
+
*/
|
|
44
|
+
description: string;
|
|
45
|
+
/** The credential that opens it. Absent means even its keeper doesn't know. */
|
|
46
|
+
code?: string;
|
|
47
|
+
/**
|
|
48
|
+
* The item that opens it outright, if one exists. Present ONLY so the
|
|
49
|
+
* brief can stop asserting "no key" about a lock that takes exactly
|
|
50
|
+
* one key -- see the note in barrierPostNote. A plain string, like
|
|
51
|
+
* sealingDirection, so this pair keeps depending on nothing.
|
|
52
|
+
*/
|
|
53
|
+
keyItem?: string;
|
|
54
|
+
open: boolean;
|
|
55
|
+
/** Set only when this barrier seals an EXIT rather than sitting in the room. */
|
|
56
|
+
sealingDirection?: string;
|
|
57
|
+
}
|
|
58
|
+
/**
|
|
59
|
+
* BARRIERS AT YOUR POST (a real session: a beaten sentry announced he
|
|
60
|
+
* was "unlocking" a spell-sealed hatch he could never open -- his AI had
|
|
61
|
+
* no idea what guarded his own door, tried a doomed "unlock", and
|
|
62
|
+
* claimed success). An NPC standing at a barrier knows what seals it,
|
|
63
|
+
* that he cannot wish it open, and HOW it opens -- as a guarded secret,
|
|
64
|
+
* so coercion and bribery become a real path to the pass.
|
|
65
|
+
*
|
|
66
|
+
* The CALLER decides whose barriers these are. Companions get an empty
|
|
67
|
+
* list: a bound spirit that knew the code would simply hand it to its
|
|
68
|
+
* master and skip the barrier entirely.
|
|
69
|
+
*
|
|
70
|
+
* Exported and pure for the reason the note below is: it fails SILENTLY.
|
|
71
|
+
* Nothing throws when this stops handing over the real pass -- the NPC
|
|
72
|
+
* just starts inventing one, and the only detector is a player three
|
|
73
|
+
* rooms away typing a code that was never real.
|
|
74
|
+
*/
|
|
75
|
+
export declare function barrierPostNote(barriers: IBarrierPost[]): string;
|
|
76
|
+
/**
|
|
77
|
+
* How many real credentials this NPC was actually handed -- the number
|
|
78
|
+
* credentialHonestyNote turns into "you know the pass for the barrier at
|
|
79
|
+
* your own post, and NO others" versus "you hold NONE".
|
|
80
|
+
*
|
|
81
|
+
* A barrier only counts if it is SHUT and has a code. An open one is
|
|
82
|
+
* nothing to guard, and one with no code is a secret its own keeper
|
|
83
|
+
* doesn't have.
|
|
84
|
+
*
|
|
85
|
+
* It counts DEVICES only. A guard once carried a passphrase of their
|
|
86
|
+
* own and it was counted here; the user removed the concept
|
|
87
|
+
* (2026-08-27) because the way past a person is social or violent, and
|
|
88
|
+
* because a guard's phrase had no clue guarantee behind it -- see the
|
|
89
|
+
* note where Player.passphrase used to be.
|
|
90
|
+
*/
|
|
91
|
+
export declare function passesHeldBy(barriers: IBarrierPost[]): number;
|
|
11
92
|
/**
|
|
12
93
|
* THE CAST PIN -- geographySummary's missing twin. See the note at its
|
|
13
94
|
* call site in respondTo(). Exported and PURE for the same reason as
|