@maka/maka-cli 5.64.0 → 5.65.1
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 +4 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +29 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js +165 -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/job-offer.js +9 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.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/say.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.js +80 -9
- package/bundle/typescript/src/commands/game/sideQuest/commands/say.js.map +1 -1
- 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 +158 -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.d.ts +10 -0
- package/bundle/typescript/src/commands/game/sideQuest/game.js +21 -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 +138 -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 +72 -43
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js +82 -59
- 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 +65 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js +137 -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 +90 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js +103 -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 +106 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js +184 -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 +4 -3
- 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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{
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"name": "@maka/maka-cli",
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"version": "5.
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"version": "5.65.1",
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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.",
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"maka": "./typescript/src/maka.js",
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"test": "node --experimental-vm-modules node_modules/jest/bin/jest.js",
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"develop": "npm run build && concurrently \"tsc -w\" \"wait-on -d 10 ./src/exec.js && chmod +x ./src/exec.js\"",
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"build": "node scripts/check-deps.mjs && rm -rf ./bundle && tsc && npm run prep && node scripts/check-command-registry.mjs",
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"build": "node scripts/check-deps.mjs && rm -rf ./bundle && tsc && npm run typecheck && npm run prep && node scripts/check-command-registry.mjs",
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"check:deps": "node scripts/check-deps.mjs",
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"prep": " cp -R ./src/templates ./bundle/typescript/src/ && cp ./README.md ./bundle/typescript/src/ && cp ./package.json ./bundle/typescript/ && cp ./src/commands/game/sideQuest/scenes/*.json ./bundle/typescript/src/commands/game/sideQuest/scenes/ && chmod +x ./bundle/typescript/src/exec.js",
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"build:bundle": "node scripts/build-bundle.mjs",
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"test:parity": "node scripts/check-bundle-parity.mjs",
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"package": "npm run build:bundle && node scripts/package.mjs",
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"distribute": "node scripts/distribute.mjs",
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"prepare": "husky install"
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"prepare": "husky install",
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"typecheck": "tsc -p tsconfig.typecheck.json"
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"author": "Maka <maka@maka-cli.com>",
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"license": "MIT",
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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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short: string;
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usage: string;
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short: 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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*/
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private review;
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private showQueue;
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* are being asked for.
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*/
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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, postBacklogSignoff, BACKLOG_STATUSES, } from '../utilities/backlog.js';
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import { noteBacklogOutcome } from '../utilities/playtester.js';
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import { optionMark } from '../utilities/log-style.js';
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import { loadReviewQueue, reviewSnapshot, reviewItemAt, isValidationRow, markReviewAnswered, isReviewAnswered, } from '../utilities/backlog-review.js';
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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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{ 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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50
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+
},
|
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33
51
|
];
|
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34
52
|
async execute(args = []) {
|
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35
53
|
// An anonymous runner's data never leaves the machine -- the same
|
|
@@ -45,6 +63,13 @@ export class BacklogCommand extends Command {
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45
63
|
if (args.length === 0 || sub === 'list') {
|
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46
64
|
return this.list(args[1]);
|
|
47
65
|
}
|
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66
|
+
// "review" is checked BEFORE the fall-through to file(), or
|
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67
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+
// answering an item would file a new one whose text begins with the
|
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68
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+
// word "review" -- the same shape as `backlog open` filing an item
|
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69
|
+
// called "open", which is why list has subcommands at all.
|
|
70
|
+
if (sub === 'review') {
|
|
71
|
+
return this.review(args.slice(1));
|
|
72
|
+
}
|
|
48
73
|
return this.file(args.join(' '));
|
|
49
74
|
}
|
|
50
75
|
async file(text) {
|
|
@@ -78,6 +103,141 @@ export class BacklogCommand extends Command {
|
|
|
78
103
|
return this.explain(outcome);
|
|
79
104
|
return `{cyan-fg}Filed. It'll come back checked against the books.${hint(` ("backlog list" reads the board.)`)}{/cyan-fg}`;
|
|
80
105
|
}
|
|
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
|
+
*
|
|
111
|
+
* The numbering is the delicate part and utilities/backlog-review.ts
|
|
112
|
+
* holds the invariant: a number resolves against the snapshot the
|
|
113
|
+
* player was SHOWN, never against a fresh fetch. Answering does not
|
|
114
|
+
* renumber the list on screen either.
|
|
115
|
+
*/
|
|
116
|
+
async review(args) {
|
|
117
|
+
// Bare "backlog review": fetch, render, and adopt that order as the
|
|
118
|
+
// numbering. This is the ONLY place the queue is refetched.
|
|
119
|
+
if (args.length === 0)
|
|
120
|
+
return this.showQueue();
|
|
121
|
+
const queue = reviewSnapshot();
|
|
122
|
+
if (queue.length === 0) {
|
|
123
|
+
// No snapshot means no list they could have counted on, so we do
|
|
124
|
+
// not fetch one and hope the numbering matches what they had in
|
|
125
|
+
// mind. Show it and let them pick against what they can see.
|
|
126
|
+
const shown = await this.showQueue();
|
|
127
|
+
return `${shown}\n\n{white-fg}(Pick from the list above -- "backlog review <n> <your answer>".){/white-fg}`;
|
|
128
|
+
}
|
|
129
|
+
// ONE INDEX RESOLVER FOR THE WHOLE GAME (session-1's takeIndex).
|
|
130
|
+
// It is pure and holds no order, which it says out loud -- so the
|
|
131
|
+
// guarantee that this list has not reshuffled since it was printed
|
|
132
|
+
// stays MINE, and lives in utilities/backlog-review.ts. What it
|
|
133
|
+
// buys here is that "review 9" against a 3-item list refuses in the
|
|
134
|
+
// same words as picking the ninth exit or the ninth item on a
|
|
135
|
+
// vendor's shelf, and the remainder comes back VERBATIM -- this
|
|
136
|
+
// trailing text is a human's answer, not arguments.
|
|
137
|
+
const picked = takeIndex(args.join(' '), queue.length);
|
|
138
|
+
if (!picked.ok)
|
|
139
|
+
return `${picked.message}${hint(` "backlog review" shows the list again.`)}`;
|
|
140
|
+
const item = reviewItemAt(picked.at + 1);
|
|
141
|
+
if (!item)
|
|
142
|
+
return `There's no item ${picked.at + 1}. The list runs 1-${queue.length}.`;
|
|
143
|
+
const n = picked.at + 1;
|
|
144
|
+
const text = picked.rest;
|
|
145
|
+
if (text.length === 0) {
|
|
146
|
+
// A number on its own reads the item back rather than posting an
|
|
147
|
+
// empty answer -- most of the time that IS what they wanted.
|
|
148
|
+
return this.renderItem(item, n, { full: true });
|
|
149
|
+
}
|
|
150
|
+
// TWO KINDS OF ROW, TWO DIFFERENT ACTS. A question wants an ANSWER;
|
|
151
|
+
// a validation request wants a SIGN-OFF, and only the second one can
|
|
152
|
+
// close anything.
|
|
153
|
+
//
|
|
154
|
+
// This branch did not exist until 2026-08-27 (item jyjMYRXrS4KojAL2W).
|
|
155
|
+
// Every row was answered with a comment, including the ones that
|
|
156
|
+
// said "CAN YOU CONFIRM THIS IN PLAY?" -- so confirming a fix posted
|
|
157
|
+
// a remark and changed nothing. The row stayed, because the queue
|
|
158
|
+
// holds an in-review item until it is SIGNED, and the board could
|
|
159
|
+
// never reach `complete`, because the server refuses that without a
|
|
160
|
+
// sign-off nobody was sending. The play-tester's confirmation was
|
|
161
|
+
// the one input in this flow that did nothing at all.
|
|
162
|
+
//
|
|
163
|
+
// The kind comes from the SERVER (IReviewItem.kind), with the same
|
|
164
|
+
// status fallback renderItem uses, so both halves agree about which
|
|
165
|
+
// row this is.
|
|
166
|
+
const validation = isValidationRow(item);
|
|
167
|
+
const outcome = validation
|
|
168
|
+
? await postBacklogSignoff(item.id, text, this.actor?.name)
|
|
169
|
+
: await postBacklogComment(item.id, text, {
|
|
170
|
+
kind: 'answer',
|
|
171
|
+
// The question is answered, so it is no longer awaiting them.
|
|
172
|
+
awaitingReporter: false,
|
|
173
|
+
runnerName: this.actor?.name,
|
|
174
|
+
});
|
|
175
|
+
noteBacklogOutcome(outcome);
|
|
176
|
+
if (outcome !== 'ok')
|
|
177
|
+
return this.explain(outcome);
|
|
178
|
+
markReviewAnswered(item.id);
|
|
179
|
+
const left = reviewSnapshot().filter(i => !isReviewAnswered(i.id)).length;
|
|
180
|
+
return [
|
|
181
|
+
validation
|
|
182
|
+
? `{green-fg}Signed off on item ${n}. That closes it -- your word is what the board was waiting for.{/green-fg}`
|
|
183
|
+
: `{cyan-fg}Answered item ${n}. It's on the record against your report.{/cyan-fg}`,
|
|
184
|
+
left > 0
|
|
185
|
+
? `{white-fg}${left} still waiting on you -- the numbers above haven't moved.{/white-fg}`
|
|
186
|
+
: `{white-fg}That was the last one. Nothing else is waiting on you.{/white-fg}`,
|
|
187
|
+
].join('\n');
|
|
188
|
+
}
|
|
189
|
+
/** Fetch and render the queue, adopting its order as the numbering. */
|
|
190
|
+
async showQueue() {
|
|
191
|
+
const { outcome, items } = await loadReviewQueue();
|
|
192
|
+
if (outcome !== 'ok' || !items)
|
|
193
|
+
return this.explain(outcome);
|
|
194
|
+
if (items.length === 0) {
|
|
195
|
+
return `Nothing's waiting on you. The board will say so when somebody needs a word back.`;
|
|
196
|
+
}
|
|
197
|
+
return [
|
|
198
|
+
`{cyan-fg}WAITING ON YOU{/cyan-fg}`,
|
|
199
|
+
...items.map((it, i) => this.renderItem(it, i + 1, { full: false })),
|
|
200
|
+
hint(`"backlog review <n> <your answer>" replies. "backlog review <n>" alone reads one in full.`),
|
|
201
|
+
].filter(Boolean).join('\n');
|
|
202
|
+
}
|
|
203
|
+
/**
|
|
204
|
+
* One queue row. The two kinds of request READ DIFFERENTLY on purpose
|
|
205
|
+
* even though the server models both as a question awaiting the
|
|
206
|
+
* reporter: "somebody asked about your report" and "this is fixed,
|
|
207
|
+
* can you confirm it in play" are different jobs, and a play-tester
|
|
208
|
+
* skimming a list should be able to tell at a glance which one they
|
|
209
|
+
* are being asked for.
|
|
210
|
+
*/
|
|
211
|
+
renderItem(it, n, opts) {
|
|
212
|
+
// THE SERVER SAYS WHICH KIND; the status heuristic is only a
|
|
213
|
+
// fallback for a server too old to say. Deriving it from status was
|
|
214
|
+
// a client guess, and it guessed wrong for the obvious case: a
|
|
215
|
+
// clarifying question about an item that happens to be in-progress
|
|
216
|
+
// is still a question, not a request to go confirm a fix.
|
|
217
|
+
const validation = isValidationRow(it);
|
|
218
|
+
const lead = validation
|
|
219
|
+
? `{cyan-fg}CAN YOU CONFIRM THIS IN PLAY?{/cyan-fg}`
|
|
220
|
+
: `{cyan-fg}QUESTION ABOUT YOUR REPORT{/cyan-fg}`;
|
|
221
|
+
const asker = it.asked?.by ? ` -- ${it.asked.by}` : '';
|
|
222
|
+
const yours = opts.full ? it.text : truncate(it.text, 72);
|
|
223
|
+
// optionMark, not a hand-rolled "1.", so this list sits in the same
|
|
224
|
+
// gutter as the exits, the shelves and the jobs board -- and so it
|
|
225
|
+
// keeps the promise that mark carries: a numbered row means the
|
|
226
|
+
// number works, and this one is resolved by the same takeIndex.
|
|
227
|
+
const rows = [`${optionMark(n)}${lead}${asker}`];
|
|
228
|
+
// `asked` is OPTIONAL on the wire. A review item should always have
|
|
229
|
+
// one -- and "should always" is how a render throws in front of a
|
|
230
|
+
// player. An item that arrives without one still lists, still
|
|
231
|
+
// numbers, and still takes an answer.
|
|
232
|
+
if (it.asked?.text)
|
|
233
|
+
rows.push(` {white-fg}"${it.asked.text}"{/white-fg}`);
|
|
234
|
+
rows.push(` {white-fg}your report: ${yours}{/white-fg}`);
|
|
235
|
+
// What changed, when the ask is to confirm that it did.
|
|
236
|
+
if (validation && it.commits?.length) {
|
|
237
|
+
rows.push(` {white-fg}fixed by: ${it.commits.slice(0, 3).join(', ')}{/white-fg}`);
|
|
238
|
+
}
|
|
239
|
+
return rows.join('\n');
|
|
240
|
+
}
|
|
81
241
|
async list(statusArg) {
|
|
82
242
|
let status;
|
|
83
243
|
if (statusArg) {
|
|
@@ -135,6 +295,10 @@ export class BacklogCommand extends Command {
|
|
|
135
295
|
switch (status) {
|
|
136
296
|
case 'complete': return '{green-fg}[done]{/green-fg}';
|
|
137
297
|
case 'in-progress': return '{cyan-fg}[wip] {/cyan-fg}';
|
|
298
|
+
// Fixed, and waiting on the reporter to confirm it in play. It
|
|
299
|
+
// used to fall through to the default and read "[open]" -- an
|
|
300
|
+
// item awaiting your word shown as one nobody had touched.
|
|
301
|
+
case 'in-review': return '{cyan-fg}[you?] {/cyan-fg}';
|
|
138
302
|
case 'wont-fix': return '{cyan-fg}[no] {/cyan-fg}';
|
|
139
303
|
default: return '{yellow-fg}[open]{/yellow-fg}';
|
|
140
304
|
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"backlog.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/backlog.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAC7C,OAAO,EAAE,SAAS,EAAE,MAAM,6BAA6B,CAAC;AACxD,OAAO,EACL,aAAa,EAAE,YAAY,EAAE,gBAAgB,
|
|
1
|
+
{"version":3,"file":"backlog.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/backlog.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAY,MAAM,cAAc,CAAC;AACjD,OAAO,EAAE,IAAI,EAAE,MAAM,uBAAuB,CAAC;AAC7C,OAAO,EAAE,SAAS,EAAE,MAAM,6BAA6B,CAAC;AACxD,OAAO,EACL,aAAa,EAAE,YAAY,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,gBAAgB,GAEtF,MAAM,yBAAyB,CAAC;AACjC,OAAO,EAAE,kBAAkB,EAAE,MAAM,4BAA4B,CAAC;AAChE,OAAO,EAAE,SAAS,EAAE,MAAM,6BAA6B,CAAC;AACxD,OAAO,EAAE,UAAU,EAAE,MAAM,2BAA2B,CAAC;AACvD,OAAO,EACL,eAAe,EAAE,cAAc,EAAE,YAAY,EAAE,eAAe,EAC9D,kBAAkB,EAAE,gBAAgB,GACrC,MAAM,gCAAgC,CAAC;AAExC,gEAAgE;AAChE,SAAS,QAAQ,CAAC,IAAY,EAAE,GAAW;IACzC,MAAM,IAAI,GAAG,IAAI,CAAC,OAAO,CAAC,MAAM,EAAE,GAAG,CAAC,CAAC,IAAI,EAAE,CAAC;IAC9C,OAAO,IAAI,CAAC,MAAM,IAAI,GAAG,CAAC,CAAC,CAAC,IAAI,CAAC,CAAC,CAAC,GAAG,IAAI,CAAC,KAAK,CAAC,CAAC,EAAE,GAAG,GAAG,CAAC,CAAC,GAAG,CAAC;AAClE,CAAC;AAED;;;;;;;;;;;;;;;;;;;GAmBG;AACH,MAAM,OAAO,cAAe,SAAQ,OAAO;IAC/B,MAAM,CAAC,IAAI,GAAG,SAAS,CAAC;IACxB,MAAM,CAAC,WAAW,GAAG,2QAA2Q,CAAC;IAEjS,MAAM,CAAC,WAAW,GAAG;QAC7B,EAAE,KAAK,EAAE,gBAAgB,EAAE,KAAK,EAAE,oCAAoC,EAAE;QACxE,EAAE,KAAK,EAAE,cAAc,EAAE,KAAK,EAAE,gCAAgC,EAAE;QAClE,EAAE,KAAK,EAAE,uBAAuB,EAAE,KAAK,EAAE,WAAW,gBAAgB,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,EAAE;QACpF;YACE,KAAK,EAAE,gBAAgB;YACvB,KAAK,EAAE,iDAAiD;YACxD,IAAI,EAAE,gMAAgM;SACvM;QACD;YACE,KAAK,EAAE,kCAAkC;YACzC,KAAK,EAAE,+BAA+B;YACtC,IAAI,EAAE,4OAA4O;SACnP;KACF,CAAC;IAEF,KAAK,CAAC,OAAO,CAAC,OAAiB,EAAE;QAC/B,kEAAkE;QAClE,iEAAiE;QACjE,gEAAgE;QAChE,IAAI,IAAI,CAAC,IAAI,EAAE,WAAW,EAAE,CAAC;YAC3B,OAAO,kGAAkG,IAAI,CAAC,4CAA4C,CAAC,EAAE,CAAC;QAChK,CAAC;QACD,IAAI,CAAC,SAAS,EAAE,EAAE,CAAC;YACjB,OAAO,uEAAuE,IAAI,CAAC,2BAA2B,CAAC,EAAE,CAAC;QACpH,CAAC;QAED,MAAM,GAAG,GAAG,CAAC,IAAI,CAAC,CAAC,CAAC,IAAI,EAAE,CAAC,CAAC,WAAW,EAAE,CAAC;QAC1C,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,IAAI,GAAG,KAAK,MAAM,EAAE,CAAC;YACxC,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,CAAC,CAAC,CAAC,CAAC;QAC5B,CAAC;QACD,4DAA4D;QAC5D,oEAAoE;QACpE,mEAAmE;QACnE,2DAA2D;QAC3D,IAAI,GAAG,KAAK,QAAQ,EAAE,CAAC;YACrB,OAAO,IAAI,CAAC,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC,CAAC,CAAC,CAAC;QACpC,CAAC;QACD,OAAO,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,CAAC,CAAC;IACnC,CAAC;IAEO,KAAK,CAAC,IAAI,CAAC,IAAY;QAC7B,MAAM,IAAI,GAAG,IAAI,CAAC,IAAI,CAAC;QACvB,iEAAiE;QACjE,uEAAuE;QACvE,mEAAmE;QACnE,oEAAoE;QACpE,kEAAkE;QAClE,mEAAmE;QACnE,gDAAgD;QAChD,MAAM,EAAE,UAAU,EAAE,aAAa,EAAE,GAAG,MAAM,MAAM,CAAC,4BAA4B,CAAC,CAAC;QACjF,MAAM,OAAO,GAAG,MAAM,aAAa,CAAC,IAAI,EAAE;YACxC,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI;YAC5B,gEAAgE;YAChE,6DAA6D;YAC7D,uCAAuC;YACvC,SAAS,EAAE,IAAI,EAAE,UAAU,CAAC,CAAC,CAAC,IAAI,CAAC,UAAU,CAAC,KAAK,CAAC,OAAO,CAAC,CAAC,GAAG,EAAE,CAAC,CAAC,CAAC,SAAS;YAC9E,mEAAmE;YACnE,gEAAgE;YAChE,kEAAkE;YAClE,kEAAkE;YAClE,WAAW,EAAE,IAAI,EAAE,aAAa,EAAE,EAAE;YACpC,UAAU,EAAE,UAAU,EAAE;YACxB,aAAa,EAAE,aAAa,EAAE;YAC9B,QAAQ,EAAE,OAAO,CAAC,QAAQ;SAC3B,CAAC,CAAC;QACH,oEAAoE;QACpE,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAC5B,IAAI,OAAO,KAAK,IAAI;YAAE,OAAO,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;QACnD,OAAO,6DAA6D,IAAI,CAAC,oCAAoC,CAAC,YAAY,CAAC;IAC7H,CAAC;IAED;;;;;;;;;OASG;IACK,KAAK,CAAC,MAAM,CAAC,IAAc;QACjC,oEAAoE;QACpE,4DAA4D;QAC5D,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC;YAAE,OAAO,IAAI,CAAC,SAAS,EAAE,CAAC;QAE/C,MAAM,KAAK,GAAG,cAAc,EAAE,CAAC;QAC/B,IAAI,KAAK,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACvB,iEAAiE;YACjE,gEAAgE;YAChE,6DAA6D;YAC7D,MAAM,KAAK,GAAG,MAAM,IAAI,CAAC,SAAS,EAAE,CAAC;YACrC,OAAO,GAAG,KAAK,4FAA4F,CAAC;QAC9G,CAAC;QAED,iEAAiE;QACjE,kEAAkE;QAClE,mEAAmE;QACnE,gEAAgE;QAChE,oEAAoE;QACpE,8DAA8D;QAC9D,gEAAgE;QAChE,oDAAoD;QACpD,MAAM,MAAM,GAAG,SAAS,CAAC,IAAI,CAAC,IAAI,CAAC,GAAG,CAAC,EAAE,KAAK,CAAC,MAAM,CAAC,CAAC;QACvD,IAAI,CAAC,MAAM,CAAC,EAAE;YAAE,OAAO,GAAG,MAAM,CAAC,OAAO,GAAG,IAAI,CAAC,yCAAyC,CAAC,EAAE,CAAC;QAE7F,MAAM,IAAI,GAAG,YAAY,CAAC,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC,CAAC;QACzC,IAAI,CAAC,IAAI;YAAE,OAAO,mBAAmB,MAAM,CAAC,EAAE,GAAG,CAAC,qBAAqB,KAAK,CAAC,MAAM,GAAG,CAAC;QACvF,MAAM,CAAC,GAAG,MAAM,CAAC,EAAE,GAAG,CAAC,CAAC;QAExB,MAAM,IAAI,GAAG,MAAM,CAAC,IAAI,CAAC;QACzB,IAAI,IAAI,CAAC,MAAM,KAAK,CAAC,EAAE,CAAC;YACtB,iEAAiE;YACjE,6DAA6D;YAC7D,OAAO,IAAI,CAAC,UAAU,CAAC,IAAI,EAAE,CAAC,EAAE,EAAE,IAAI,EAAE,IAAI,EAAE,CAAC,CAAC;QAClD,CAAC;QAED,oEAAoE;QACpE,qEAAqE;QACrE,kBAAkB;QAClB,EAAE;QACF,uEAAuE;QACvE,iEAAiE;QACjE,qEAAqE;QACrE,kEAAkE;QAClE,kEAAkE;QAClE,oEAAoE;QACpE,kEAAkE;QAClE,sDAAsD;QACtD,EAAE;QACF,mEAAmE;QACnE,oEAAoE;QACpE,eAAe;QACf,MAAM,UAAU,GAAG,eAAe,CAAC,IAAI,CAAC,CAAC;QAEzC,MAAM,OAAO,GAAG,UAAU;YACxB,CAAC,CAAC,MAAM,kBAAkB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI,CAAC;YAC3D,CAAC,CAAC,MAAM,kBAAkB,CAAC,IAAI,CAAC,EAAE,EAAE,IAAI,EAAE;gBACxC,IAAI,EAAE,QAAQ;gBACd,8DAA8D;gBAC9D,gBAAgB,EAAE,KAAK;gBACvB,UAAU,EAAE,IAAI,CAAC,KAAK,EAAE,IAAI;aAC7B,CAAC,CAAC;QACL,kBAAkB,CAAC,OAAO,CAAC,CAAC;QAC5B,IAAI,OAAO,KAAK,IAAI;YAAE,OAAO,IAAI,CAAC,OAAO,CAAC,OAAO,CAAC,CAAC;QAEnD,kBAAkB,CAAC,IAAI,CAAC,EAAE,CAAC,CAAC;QAC5B,MAAM,IAAI,GAAG,cAAc,EAAE,CAAC,MAAM,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,gBAAgB,CAAC,CAAC,CAAC,EAAE,CAAC,CAAC,CAAC,MAAM,CAAC;QAC1E,OAAO;YACL,UAAU;gBACR,CAAC,CAAC,gCAAgC,CAAC,6EAA6E;gBAChH,CAAC,CAAC,0BAA0B,CAAC,qDAAqD;YACpF,IAAI,GAAG,CAAC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@@ -1,18 +1,45 @@
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1
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-
import {
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2
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-
import { PuzzleBypassType } from '../types/seed/puzzle-seed.js';
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1
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+
import { Command, ICommand } from './command.js';
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3
2
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/**
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*
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*
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*
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7
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*
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8
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*
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3
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* BLUFF IS SOCIAL, AND SOCIAL MEANS A PERSON (player ruling 2026-08-27:
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4
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* "'bluff' shouldn't work on Barriers like locks/wards/etc. Bluff is a
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5
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* social workaround. The real barrier, in this case, should be Coyote --
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6
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* NPCs can be barriers (can't move through them)").
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7
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*
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8
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* This used to be a BypassCommand: bluff was a bypassType on the barrier
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9
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* itself, so a keypad could be "really a doorman" and you talked the
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10
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* keypad round. That was a category error in two directions at once. A
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11
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* lock has no opinion to change, so there was nothing for the con to
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12
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* work on; and modelling the DOORMAN as a Puzzle to get the social route
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* gave a human being a shortcut that could be BURNED, a coin flip in
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* place of an opposed test, and a "BARRIER:" label in search.
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*
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16
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* So bluff no longer touches barriers at all. What it does instead is
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* the thing the ruling asked for: an OPPOSED SOCIAL TEST against a
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18
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* person who is holding a doorway. An obstructive NPC is one whose
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* `guarding` flag makes utilities/spots.ts holdsGround() keep the way
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20
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* shut; winning clears it and they step aside.
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*
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22
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* Charisma + con against their Willpower + Intuition -- the will not to
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23
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* be moved, and the read on you. Not a coin flip, because a coin flip is
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24
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+
* what you roll against a mechanism.
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25
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*
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26
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+
* Losing does NOT burn anything. They remember the story and won't hear
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27
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* it twice from you (conAttemptedBy), but they can still be leaned on,
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28
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+
* bought, or fought. That distinction is the ruling in miniature: a
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29
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+
* barrier gets burned, a person just doesn't buy it.
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*
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31
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+
* Every refusal here NAMES THE ROUTE THAT WOULD WORK, per the standing
|
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32
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+
* 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
|
|
37
|
+
export declare class BluffCommand extends Command implements ICommand {
|
|
11
38
|
protected static verb: string;
|
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12
39
|
protected static description: string;
|
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13
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-
|
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14
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-
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15
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-
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16
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-
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17
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-
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40
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+
execute(args?: string[]): Promise<string>;
|
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41
|
+
/** Is there a barrier in this room at all? Only used to word the
|
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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;
|
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18
45
|
}
|
|
@@ -1,19 +1,46 @@
|
|
|
1
|
-
import {
|
|
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
|
-
*
|
|
5
|
-
*
|
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6
|
-
*
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7
|
-
*
|
|
8
|
-
*
|
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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
|
|
40
|
+
export class BluffCommand extends Command {
|
|
11
41
|
static verb = 'bluff';
|
|
12
|
-
static description = 'Talk
|
|
13
|
-
|
|
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
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
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
|
-
//
|
|
37
|
-
//
|
|
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)
|
|
41
|
-
|
|
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(
|
|
105
|
+
this.logger.meta(`Con: ${formatRoll(mine)}`);
|
|
106
|
+
this.logger.meta(` ${who.name} sees through it: ${formatRoll(resist)}`);
|
|
44
107
|
}
|
|
45
|
-
|
|
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
|
-
{"version":3,"file":"bluff.js","sourceRoot":"","sources":["../../../../../../../src/commands/game/sideQuest/commands/bluff.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,
|
|
1
|
+
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@@ -1,34 +1,30 @@
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1
1
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import { BypassCommand } from './bypass-command.js';
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2
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-
import {
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3
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-
import { PuzzleTarget } from '../models/room.js';
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2
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+
import { Device } from '../models/device.js';
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4
3
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/**
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5
4
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* The FORCEFUL route past a physical barrier (player ruling: "solve" was
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6
5
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* too broad -- a maglock wants finesse OR muscle, and muscle deserves its
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7
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-
* own verb). Same
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6
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+
* own verb). Same device kind as "pick" (a lock), opposite
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8
7
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* philosophy: raw Strength + Body instead of Agility + locksmith, and it
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9
8
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* is LOUD no matter what -- a successful breach still raises the world
|
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10
9
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* and ends any sneak (onBypassSuccess), where a clean pick stays quiet.
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11
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-
*
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12
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-
*
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13
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-
*
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14
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-
*
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15
|
-
*
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16
|
-
*
|
|
17
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-
* noticed being told about a pick they never owned (2026-08-27). Hence
|
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18
|
-
* burnedFlavor below: same flag, own fiction. Do not reinstate the wart.
|
|
10
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+
* NOTHING BURNS ANY MORE. Both verbs used to share the barrier's one
|
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11
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+
* "burned" flag -- a failed attempt spent the shortcut for good -- and
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12
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+
* that flag went with the puzzle mechanic. A lock you failed to force
|
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13
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+
* is a lock you can throw yourself at again, which is what a lock is.
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14
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+
* The trade against "pick" is undiminished: breach is loud whether or
|
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15
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+
* not it works, and that is what you are choosing.
|
|
19
16
|
*/
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20
17
|
export declare class BreachCommand extends BypassCommand {
|
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21
18
|
protected static verb: string;
|
|
22
19
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protected static description: string;
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23
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-
protected
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20
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+
protected deviceKind: "lock";
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24
21
|
protected verbName: string;
|
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25
|
-
protected
|
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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
|
|
29
|
+
protected onForceSuccess(device: Device): Promise<string[]>;
|
|
34
30
|
}
|