@maka/maka-cli 5.64.0 → 5.65.1

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Files changed (167) hide show
  1. package/bundle/typescript/package.json +4 -3
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.d.ts +29 -2
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js +165 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/backlog.js.map +1 -1
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.d.ts +40 -13
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +107 -25
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.d.ts +11 -15
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js +13 -16
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/breach.js.map +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.d.ts +8 -0
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js +30 -2
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/buy.js.map +1 -1
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.d.ts +40 -49
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +121 -160
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.d.ts +7 -8
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +13 -13
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.d.ts +30 -0
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js +65 -0
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/cover.js.map +1 -0
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.d.ts +1 -1
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js +2 -2
  25. package/bundle/typescript/src/commands/game/sideQuest/commands/dispel.js.map +1 -1
  26. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +25 -3
  27. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  28. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +2 -3
  29. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +2 -2
  30. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
  31. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js +9 -1
  32. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js.map +1 -1
  33. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js +2 -1
  34. package/bundle/typescript/src/commands/game/sideQuest/commands/jobs.js.map +1 -1
  35. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +58 -2
  36. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  37. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +18 -4
  38. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -1
  39. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.d.ts +2 -3
  41. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js +2 -2
  42. package/bundle/typescript/src/commands/game/sideQuest/commands/pick.js.map +1 -1
  43. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.d.ts +45 -0
  44. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js +115 -0
  45. package/bundle/typescript/src/commands/game/sideQuest/commands/posture.js.map +1 -0
  46. package/bundle/typescript/src/commands/game/sideQuest/commands/say.d.ts +1 -0
  47. package/bundle/typescript/src/commands/game/sideQuest/commands/say.js +80 -9
  48. package/bundle/typescript/src/commands/game/sideQuest/commands/say.js.map +1 -1
  49. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +35 -24
  50. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  51. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +12 -0
  52. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js.map +1 -1
  53. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +1 -1
  54. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
  55. package/bundle/typescript/src/commands/game/sideQuest/commands/use.d.ts +17 -0
  56. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +158 -1
  57. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
  58. package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
  59. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +15 -1
  60. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
  61. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +82 -43
  62. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +419 -263
  63. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  64. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +82 -84
  65. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
  66. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +23 -4
  67. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +95 -79
  68. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -1
  69. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.d.ts +30 -0
  70. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js +176 -0
  71. package/bundle/typescript/src/commands/game/sideQuest/factories/seed-migration.js.map +1 -0
  72. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +10 -0
  73. package/bundle/typescript/src/commands/game/sideQuest/game.js +21 -5
  74. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  75. package/bundle/typescript/src/commands/game/sideQuest/headless.js +24 -0
  76. package/bundle/typescript/src/commands/game/sideQuest/headless.js.map +1 -1
  77. package/bundle/typescript/src/commands/game/sideQuest/models/_index.d.ts +0 -1
  78. package/bundle/typescript/src/commands/game/sideQuest/models/_index.js +0 -1
  79. package/bundle/typescript/src/commands/game/sideQuest/models/_index.js.map +1 -1
  80. package/bundle/typescript/src/commands/game/sideQuest/models/device.d.ts +121 -0
  81. package/bundle/typescript/src/commands/game/sideQuest/models/device.js +145 -0
  82. package/bundle/typescript/src/commands/game/sideQuest/models/device.js.map +1 -0
  83. package/bundle/typescript/src/commands/game/sideQuest/models/door.d.ts +27 -8
  84. package/bundle/typescript/src/commands/game/sideQuest/models/door.js +15 -10
  85. package/bundle/typescript/src/commands/game/sideQuest/models/door.js.map +1 -1
  86. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +81 -0
  87. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +138 -21
  88. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  89. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +68 -0
  90. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +102 -0
  91. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  92. package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +72 -43
  93. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +82 -59
  94. package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
  95. package/bundle/typescript/src/commands/game/sideQuest/models/scene.d.ts +1 -4
  96. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js +0 -22
  97. package/bundle/typescript/src/commands/game/sideQuest/models/scene.js.map +1 -1
  98. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +78 -109
  99. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +4 -101
  100. package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +24 -0
  101. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.d.ts +52 -0
  102. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js +2 -0
  103. package/bundle/typescript/src/commands/game/sideQuest/types/seed/device-seed.js.map +1 -0
  104. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.d.ts +63 -0
  105. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js +2 -0
  106. package/bundle/typescript/src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.js.map +1 -0
  107. package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +6 -0
  108. package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +4 -0
  109. package/bundle/typescript/src/commands/game/sideQuest/types/seed/scene-seed.d.ts +3 -2
  110. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.d.ts +2 -28
  111. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js +1 -14
  112. package/bundle/typescript/src/commands/game/sideQuest/types/shared/abstracts.js.map +1 -1
  113. package/bundle/typescript/src/commands/game/sideQuest/ui.js +24 -0
  114. package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
  115. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.d.ts +55 -0
  116. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js +36 -0
  117. package/bundle/typescript/src/commands/game/sideQuest/utilities/affordances.js.map +1 -0
  118. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.d.ts +65 -0
  119. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js +137 -0
  120. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-review.js.map +1 -0
  121. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.d.ts +90 -1
  122. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js +103 -1
  123. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog.js.map +1 -1
  124. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +37 -4
  125. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
  126. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.d.ts +26 -0
  127. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js +48 -0
  128. package/bundle/typescript/src/commands/game/sideQuest/utilities/credentials.js.map +1 -0
  129. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.d.ts +23 -0
  130. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js +55 -0
  131. package/bundle/typescript/src/commands/game/sideQuest/utilities/devices.js.map +1 -0
  132. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.d.ts +57 -2
  133. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js +46 -3
  134. package/bundle/typescript/src/commands/game/sideQuest/utilities/fuzzy-match.js.map +1 -1
  135. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.d.ts +16 -0
  136. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js +18 -0
  137. package/bundle/typescript/src/commands/game/sideQuest/utilities/log-style.js.map +1 -1
  138. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +68 -38
  139. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
  140. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.d.ts +3 -3
  141. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +3 -3
  142. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.d.ts +36 -12
  143. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +101 -27
  144. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
  145. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.d.ts +106 -0
  146. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js +184 -0
  147. package/bundle/typescript/src/commands/game/sideQuest/utilities/use-target.js.map +1 -0
  148. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +54 -5
  149. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  150. package/bundle/typescript/src/maka.js +1 -1
  151. package/bundle/typescript/src/maka.js.map +1 -1
  152. package/bundle/typescript/src/tools/sdk-loader/relocate.d.ts +19 -2
  153. package/bundle/typescript/src/tools/sdk-loader/relocate.js +22 -2
  154. package/bundle/typescript/src/tools/sdk-loader/relocate.js.map +1 -1
  155. package/package.json +4 -3
  156. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.d.ts +0 -6
  157. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js +0 -72
  158. package/bundle/typescript/src/commands/game/sideQuest/commands/solve.js.map +0 -1
  159. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.d.ts +0 -6
  160. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js +0 -26
  161. package/bundle/typescript/src/commands/game/sideQuest/factories/puzzle-factory.js.map +0 -1
  162. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.d.ts +0 -152
  163. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js +0 -393
  164. package/bundle/typescript/src/commands/game/sideQuest/models/puzzle.js.map +0 -1
  165. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.d.ts +0 -28
  166. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js +0 -2
  167. package/bundle/typescript/src/commands/game/sideQuest/types/seed/puzzle-seed.js.map +0 -1
@@ -220,30 +220,6 @@
220
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  "name": "back corner",
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  "description": "The dim table nobody chooses by accident."
222
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  }
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- ],
224
- "exits": [
225
- {
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- "direction": "north",
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- "targetRoom": "Bar Backroom",
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- "atSpot": "back corner"
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- }
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- ]
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- },
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- {
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- "name": "Bar Backroom",
234
- "description": "Crates of unlabeled bottles by the door, a card table with initials knifed into it, and a wall of photographs of runners who didn't come home. Quiet enough to actually talk.",
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- "roomType": "Bar",
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- "size": "small",
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- "spots": [
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- {
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- "name": "door"
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- },
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- {
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- "name": "card table"
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- },
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- {
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- "name": "crates"
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- }
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  ]
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  },
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  {
@@ -491,28 +467,6 @@
491
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  {
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  "name": "altar"
493
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  }
494
- ],
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- "exits": [
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- {
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- "direction": "down",
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- "targetRoom": "Chapel Crypt",
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- "puzzle": "Crypt Grate",
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- "atSpot": "altar"
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- }
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- ]
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- },
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- {
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- "name": "Chapel Crypt",
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- "description": "A dry vault below the waterline, older than the district above it. From the entry stairs, reliquary niches line the walls -- emptied long ago, almost all of them.",
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- "roomType": "Crypt",
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- "size": "tiny",
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- "spots": [
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- {
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- "name": "entry stairs"
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- },
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- {
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- "name": "reliquary niches"
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- }
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  ]
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  },
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  {
@@ -1228,7 +1182,7 @@
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  },
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  {
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  "name": "Wall of the Fallen Ledger",
1231
- "description": "A hand-bound book beneath the backroom's photographs, recording every runner the district lost and how.",
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+ "description": "A hand-bound book in the bar's back corner, kept beneath a handful of pinned photographs, recording every runner the district lost and how.",
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  "details": "The last page is half-filled. There is room for more names, and the handwriting changes every few years -- whoever keeps the wall, keeps it faithfully.",
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  "size": "Small",
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  "category": "Book",
@@ -1237,23 +1191,8 @@
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  "texture": "Hand-Bound",
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  "rating": "Common",
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  "weight": 0.6,
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- "room": "Bar Backroom",
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- "atSpot": "card table"
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- },
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- {
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- "name": "Crypt Notes",
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- "description": "A pawned notebook of a dead urban explorer, thick with sketches of the chapel's lower level.",
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- "details": "The final sketch shows the crypt grate and its old mechanical lock, annotated: 'The verger's trick -- the tumblers answer to the saint of rust. Say it, or pick it, but the grate WILL open for the patient.'",
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- "size": "Small",
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- "category": "Book",
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- "shape": "Notebook",
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- "color": "Gray",
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- "texture": "Water-Stained",
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- "rating": "Common",
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- "weight": 0.3,
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- "room": "Union Pawnshop",
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- "atSpot": "back shelves",
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- "owner": "Whisper"
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+ "room": "Purple Haze Bar",
1195
+ "atSpot": "back corner"
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  },
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  {
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  "name": "Chipped Credstick",
@@ -1341,33 +1280,6 @@
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  "room": "Sim Den",
1342
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  "atSpot": "couch rows"
1343
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  },
1344
- {
1345
- "name": "Drowned Reliquary",
1346
- "description": "A small reliquary of fused glass and silver from the crypt's one unlooted niche, cold as deep water and humming with old faith.",
1347
- "size": "Tiny",
1348
- "category": "Focus",
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- "shape": "Reliquary",
1350
- "color": "Sea Glass",
1351
- "texture": "Fused Silver",
1352
- "rating": "Rare",
1353
- "weight": 0.4,
1354
- "room": "Chapel Crypt",
1355
- "atSpot": "reliquary niches"
1356
- },
1357
- {
1358
- "name": "Tarnished Credstick",
1359
- "description": "A pre-flood credstick from the crypt floor, miraculously still certified.",
1360
- "size": "Small",
1361
- "category": "CurrencyContainer",
1362
- "shape": "Cylinder",
1363
- "color": "Tarnished",
1364
- "texture": "Corroded",
1365
- "rating": "Common",
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- "weight": 0.2,
1367
- "currencyAmount": 300,
1368
- "room": "Chapel Crypt",
1369
- "atSpot": "reliquary niches"
1370
- },
1371
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  {
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  "name": "Torque's Commlink",
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  "description": "A ruggedized shop commlink, speed-dial worn down to the metal -- Torque answers for paying customers.",
@@ -1453,14 +1365,5 @@
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  "transferable": false
1454
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  }
1455
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  ],
1456
- "puzzles": [
1457
- {
1458
- "name": "Crypt Grate",
1459
- "riddle": "You see a rust-welded iron grate in the chapel floor, its old mechanical lock built to answer a spoken verger's phrase -- or a very patient set of picks.",
1460
- "requiredPhrase": "the saint of rust",
1461
- "successMessage": "The tumblers grind through decades of corrosion and the grate swings up on screaming hinges.",
1462
- "failureMessage": "The mechanism seizes. Flakes of rust drift down into the dark, and the Choir's song falters for a beat.",
1463
- "bypassType": "lockpick"
1464
- }
1465
- ]
1368
+ "puzzles": []
1466
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  }
@@ -166,6 +166,30 @@ export interface ISavedHub {
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  /** Seed NPCs absent from the live scene (killed) -- removed QUIETLY
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  * on load; their dropped gear is already in the room overlays. */
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  deadActors: string[];
169
+ /** Devices by name, and the whole of their state. `bypassBurned`
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+ * went with the puzzle mechanic -- a lock you failed to force is a
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+ * lock you can try again. */
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+ devices: {
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+ name: string;
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+ open: boolean;
175
+ }[];
176
+ /**
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+ * A TOMBSTONE, always written as [], never read by this build.
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+ *
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+ * It exists for an OLDER READER, not for us. v5.64.0 is shipped, and
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+ * its persistence.ts line 530 is `for (const p of saved.puzzles)`
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+ * with no guard -- so a save written without this field makes that
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+ * build throw "saved.puzzles is not iterable" on resume. Not
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+ * degraded: a hard crash.
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+ *
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+ * And saves MOVE. cloud-saves.ts mirrors the whole ISaveFileV1
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+ * including this overlay, so a player on two machines, a rollback,
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+ * or a server pin lagging the client all put a new save in front of
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+ * an old reader.
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+ *
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+ * SAFE TO DELETE only once v5.64.0 is out of the wild -- check
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+ * before you do; nothing in THIS build will fail if you remove it.
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+ */
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193
  puzzles: {
170
194
  name: string;
171
195
  solved: boolean;
@@ -0,0 +1,52 @@
1
+ /**
2
+ * A DEVICE IN A ROOM -- the seed shape that replaces the old puzzles[].
3
+ *
4
+ * The user's framing is the specification: "A lock is not a puzzle, it
5
+ * has a key. A keypad has an interface (to use). An NPC in the doorway
6
+ * can be persuaded/bluffed/conned to move aside. A persistent forcewall
7
+ * can be dispelled."
8
+ *
9
+ * Three of those four are DEVICES; the fourth is a person and has no
10
+ * entry here on purpose (see npcs[].guarding / npcs[].passphrase).
11
+ *
12
+ * A DEVICE ALWAYS BELONGS TO A ROOM. There is no "attached to a door"
13
+ * form, because a keypad beside a grate stands in one room -- the one
14
+ * you must be in to reach it. The puzzle shape allowed both, and the
15
+ * cost was two validators that had to agree, a normaliser between them,
16
+ * and a placement fault the comments record as killing two consecutive
17
+ * generations.
18
+ */
19
+ export type DeviceSeedKind = 'lock' | 'panel' | 'ward';
20
+ export interface IDeviceSeedJson {
21
+ name: string;
22
+ /** MANDATORY. What the player sees when they look at it. Optional
23
+ * descriptions are how a barrier ended up rendering the literal
24
+ * string "undefined" into an NPC's prompt. */
25
+ description: string;
26
+ kind: DeviceSeedKind;
27
+ /**
28
+ * The credential that opens it -- ONLY valid on a 'panel'.
29
+ *
30
+ * User ruling, verbatim: "if it's a _mechanical_ lock, it has a key
31
+ * or can be picked. You can't talk at a _mechanical_ lock." A lock
32
+ * opens by key or by force; a ward answers to the Art. Neither has
33
+ * anything to hear a phrase with, and the migration drops a code off
34
+ * anything that is not a panel.
35
+ */
36
+ code?: string;
37
+ /** Item name that opens it outright -- a keycard, a physical key. */
38
+ keyItem?: string;
39
+ /** Item name handed over when it opens (a safe's contents). */
40
+ grantsItem?: string;
41
+ /** "At" spot of its room that it physically stands at. */
42
+ atSpot?: string;
43
+ /** The exit OF ITS OWN ROOM that opening this device unseals. The
44
+ * door starts locked and the device is what unlocks it. */
45
+ opensExit?: string;
46
+ /** Terrain this device's footprint seals on the room grid, if it is
47
+ * physically in the way (rubble, a shutter). */
48
+ guardsExit?: string;
49
+ footprint?: 'small' | 'medium' | 'large';
50
+ openMessage?: string;
51
+ refuseMessage?: string;
52
+ }
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=device-seed.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"device-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/device-seed.ts"],"names":[],"mappings":""}
@@ -0,0 +1,63 @@
1
+ /**
2
+ * THE SHAPE OF AN OLD SEED, kept only so it can be TRANSLATED.
3
+ *
4
+ * This is not a live seed type. The puzzle mechanic is gone (2026-08-27
5
+ * -- barriers are room-owned Devices worked by the verb that suits the
6
+ * thing; see types/seed/device-seed.ts). Nothing in the engine consumes
7
+ * a puzzle any more.
8
+ *
9
+ * It survives for exactly one reader: factories/seed-migration.ts,
10
+ * which converts `puzzles[]` into devices and guards on the way in. And
11
+ * it has to keep surviving, because a seed is not only a file on disk
12
+ * -- every save EMBEDS its hub seed, so a returning player's save
13
+ * carries a puzzles[] array written by a build that still had them.
14
+ *
15
+ * >>> DELETE THIS FILE WHEN no save in the wild still embeds a
16
+ * >>> puzzles[] hubSeed. Until then it is load-bearing, and the import
17
+ * >>> line in seed-migration.ts is the only place it should appear.
18
+ *
19
+ * It is named and located to make that status legible: a file called
20
+ * `puzzle-seed.ts` sitting in types/seed/ beside the live types reads
21
+ * as current to anyone browsing, which is how a dead mechanic keeps
22
+ * looking alive.
23
+ *
24
+ * ---- what the fields meant, for whoever is reading a legacy seed ----
25
+ *
26
+ * `bypassType` was the risky route past a barrier. "con" used to be in
27
+ * that union too, for barriers that were "really a person or a
28
+ * voice-gate", and it went first (player ruling: "'bluff' shouldn't
29
+ * work on Barriers like locks/wards/etc ... NPCs can be barriers").
30
+ * That was the modelling correction the rest of this file eventually
31
+ * followed: a lock has no opinion to change, and making a PERSON into
32
+ * a Puzzle dragged them through machinery that made no sense for a
33
+ * human being. The migration reads these values one last time and maps
34
+ * them to a device kind, or to a guarding NPC.
35
+ */
36
+ export type LegacyPuzzleBypassType = 'lockpick' | 'hack' | 'spell';
37
+ export interface ILegacyPuzzleSeedJson {
38
+ name: string;
39
+ room?: string;
40
+ riddle: string;
41
+ requiredPhrase?: string;
42
+ requiredItem?: string;
43
+ rewardItem?: string;
44
+ successMessage?: string;
45
+ failureMessage?: string;
46
+ hobbyTags?: string[];
47
+ /** Name of another puzzle in this same scene that must be solved first. */
48
+ requiresPuzzle?: string;
49
+ /** Shown when attempting to solve this puzzle before requiresPuzzle is met. */
50
+ lockedMessage?: string;
51
+ /**
52
+ * Optional risky alternate route to the same reward, matching this
53
+ * barrier's in-fiction nature (a lock -> "pick", a terminal -> "hack", a
54
+ * ward -> "cast") -- a coin-flip chance to bypass without ever knowing
55
+ * requiredPhrase, but a failed attempt is loud (see Puzzle.attemptBypass).
56
+ * Leave unset for a puzzle with no such physical/technical/magical route
57
+ * (e.g. a purely social one, solvable only by knowing the actual answer).
58
+ */
59
+ bypassType?: LegacyPuzzleBypassType;
60
+ atSpot?: string;
61
+ guardsExit?: string;
62
+ footprint?: 'small' | 'medium' | 'large';
63
+ }
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=legacy-puzzle-seed.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"legacy-puzzle-seed.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/seed/legacy-puzzle-seed.ts"],"names":[],"mappings":""}
@@ -45,6 +45,12 @@ export interface IPlayerSeedJson {
45
45
  name: string;
46
46
  startLocation: string;
47
47
  startSpot?: string;
48
+ /** This NPC HOLDS their position against passage -- a doorman, a
49
+ * picket. Combined with a startSpot on a doorway, it makes them a
50
+ * barrier you cannot walk through (see Player.guarding and
51
+ * utilities/spots.ts holdsGround). The way past is social or
52
+ * violent, never a lockpick. */
53
+ guarding?: boolean;
48
54
  lifestyleChoices: LifestyleChoice[];
49
55
  startingItems?: IItemSeedJson[];
50
56
  combat?: ICombatSeedJson;
@@ -1,3 +1,4 @@
1
+ import { IDeviceSeedJson } from './device-seed.js';
1
2
  import { IExitSeedJson } from './exit-seed.js';
2
3
  import { RoomSize, SpotPlace, IGridSynthesisLevel } from '../../utilities/room-grid.js';
3
4
  export interface IRoomSeedJson {
@@ -8,6 +9,9 @@ export interface IRoomSeedJson {
8
9
  owner?: string;
9
10
  tags?: string[];
10
11
  exits: IExitSeedJson[];
12
+ /** Devices standing in THIS room (see types/seed/device-seed.ts).
13
+ * Always room-owned -- there is no device-on-a-door form. */
14
+ devices?: IDeviceSeedJson[];
11
15
  reachable?: boolean;
12
16
  hasNode?: boolean;
13
17
  nodeAccess?: 'wireless' | 'wired';
@@ -1,7 +1,7 @@
1
1
  import { IRoomSeedJson } from './room-seed.js';
2
2
  import { INPCSeedJson } from './npc-seed.js';
3
3
  import { IItemSeedJson } from './item-seed.js';
4
- import { IPuzzleSeedJson } from './puzzle-seed.js';
4
+ import { ILegacyPuzzleSeedJson } from './legacy-puzzle-seed.js';
5
5
  import { IPlayerSeedJson } from './player-seed.js';
6
6
  import { IWinConditionSeedJson } from './win-condition-seed.js';
7
7
  export interface ISceneSeedJson {
@@ -13,7 +13,8 @@ export interface ISceneSeedJson {
13
13
  rooms: IRoomSeedJson[];
14
14
  npcs: INPCSeedJson[];
15
15
  items: IItemSeedJson[];
16
- puzzles: IPuzzleSeedJson[];
16
+ /** LEGACY, migrated away on load -- see legacy-puzzle-seed.ts. */
17
+ puzzles: ILegacyPuzzleSeedJson[];
17
18
  residenceTiers: string[];
18
19
  story: string;
19
20
  /** The logging-in player who will be actively controlled */
@@ -1,5 +1,5 @@
1
1
  import { EventEmitter } from 'events';
2
- import { Room, Player, NPC, Item, Puzzle, Door, Inventory } from '../../models/_index';
2
+ import { Room, Player, NPC, Item, Door, Inventory } from '../../models/_index';
3
3
  import { Size, Category, Rating } from '../shared/item-enum.js';
4
4
  import { Direction } from '../shared/direction-enum';
5
5
  import { PlayerEquipment } from '../player-equipment.js';
@@ -21,14 +21,13 @@ export declare abstract class AbstractScene {
21
21
  abstract addRoom(room: Room): void;
22
22
  abstract removeRoom(roomName: string): boolean;
23
23
  abstract addItemToRoom(item: Item, roomName: string): void;
24
- abstract addPuzzleToRoom(puzzle: Puzzle, roomName: string): void;
25
24
  abstract setCharacterLocation(character: Player | NPC, roomName: string): void;
26
25
  abstract getCharacterLocation(character: Player | NPC): Room | undefined;
27
26
  abstract determineStartRoom(): Room;
28
27
  }
29
28
  /**
30
29
  * The Room class represents a physical or conceptual space within the game. Each room can have items,
31
- * puzzles, and exits (doors) leading to other rooms. Rooms also hold details about their description
30
+ * devices, and exits (doors) leading to other rooms. Rooms also hold details about their description
32
31
  * and any special attributes they might possess.
33
32
  */
34
33
  export declare abstract class AbstractRoom extends EventEmitter {
@@ -36,7 +35,6 @@ export declare abstract class AbstractRoom extends EventEmitter {
36
35
  abstract description: string;
37
36
  abstract exits: Map<Direction, Door | string>;
38
37
  abstract inventory: Inventory;
39
- puzzle?: Puzzle;
40
38
  abstract roomType: string;
41
39
  abstract isStartRoom: boolean;
42
40
  abstract addExit(direction: Direction, targetRoom: Room, keyItemOrSolution?: string): void;
@@ -45,7 +43,6 @@ export declare abstract class AbstractRoom extends EventEmitter {
45
43
  abstract isExitLocked(direction: Direction): boolean;
46
44
  abstract addItem(item: Item): void;
47
45
  abstract removeItem(item: Item): void;
48
- abstract setPuzzle(puzzle: Puzzle): void;
49
46
  abstract getOppositeDirection(direction: Direction): Direction;
50
47
  abstract findExistingDoor(targetRoom: Room): Door | undefined;
51
48
  }
@@ -60,7 +57,6 @@ export declare abstract class AbstractDoor {
60
57
  abstract roomB: Room;
61
58
  abstract isLocked: boolean;
62
59
  unlockItemOrSolution?: string;
63
- puzzle?: Puzzle;
64
60
  abstract logger: Logger;
65
61
  abstract isLockable: boolean;
66
62
  abstract getOtherSide(currentRoom: Room): Room;
@@ -128,25 +124,3 @@ export declare abstract class AbstractPlayer extends EventEmitter {
128
124
  abstract unequip(input: string): string;
129
125
  abstract hear(actor: Player, message: string): void | Promise<void>;
130
126
  }
131
- /**
132
- * The Puzzle class represents a challenge or riddle in the game that the player must solve.
133
- * A puzzle can require a specific item or phrase to be solved. Successfully solving the puzzle
134
- * might reward the player with an item. The puzzle can only be solved once.
135
- */
136
- export declare abstract class AbstractPuzzle {
137
- protected abstract logger: Logger;
138
- protected abstract solved: boolean;
139
- abstract name: string;
140
- abstract requiredItem?: Item;
141
- abstract requiredPhrase?: string;
142
- abstract riddle?: string;
143
- abstract rewardItem?: Item;
144
- abstract successMessage: string;
145
- abstract failureMessage: string;
146
- abstract hasRequiredItem(playerInventory: Inventory): boolean;
147
- abstract matchesRequiredPhrase(inputPhrase: string): boolean;
148
- abstract solve(providedAnswer: string, playerInventory: Inventory): {
149
- success: boolean;
150
- message: string;
151
- };
152
- }
@@ -7,11 +7,10 @@ export class AbstractScene {
7
7
  }
8
8
  /**
9
9
  * The Room class represents a physical or conceptual space within the game. Each room can have items,
10
- * puzzles, and exits (doors) leading to other rooms. Rooms also hold details about their description
10
+ * devices, and exits (doors) leading to other rooms. Rooms also hold details about their description
11
11
  * and any special attributes they might possess.
12
12
  */
13
13
  export class AbstractRoom extends EventEmitter {
14
- puzzle;
15
14
  }
16
15
  /**
17
16
  * The Door class represents a connection between two rooms within the game. Doors can be locked
@@ -20,11 +19,6 @@ export class AbstractRoom extends EventEmitter {
20
19
  */
21
20
  export class AbstractDoor {
22
21
  unlockItemOrSolution;
23
- // A door can be guarded by a real Puzzle instead of (or alongside) a
24
- // physical key -- the only difference from a room's puzzle is that
25
- // success unlocks the door rather than granting an item. See
26
- // Door.attachPuzzle().
27
- puzzle;
28
22
  }
29
23
  /**
30
24
  * The Inventory class represents a collection of items that can be carried by a player or stored
@@ -50,11 +44,4 @@ export class AbstractPlayer extends EventEmitter {
50
44
  super(); // Initialize EventEmitter
51
45
  }
52
46
  }
53
- /**
54
- * The Puzzle class represents a challenge or riddle in the game that the player must solve.
55
- * A puzzle can require a specific item or phrase to be solved. Successfully solving the puzzle
56
- * might reward the player with an item. The puzzle can only be solved once.
57
- */
58
- export class AbstractPuzzle {
59
- }
60
47
  //# sourceMappingURL=abstracts.js.map
@@ -1 +1 @@
1
- {"version":3,"file":"abstracts.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/shared/abstracts.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,QAAQ,CAAC;AAsBtC;;;GAGG;AACH,MAAM,OAAgB,aAAa;CAkBlC;AAED;;;;GAIG;AACH,MAAM,OAAgB,YAAa,SAAQ,YAAY;IAK9C,MAAM,CAAU;CAaxB;AAED;;;;GAIG;AACH,MAAM,OAAgB,YAAY;IAKhC,oBAAoB,CAAU;IAC9B,qEAAqE;IACrE,mEAAmE;IACnE,6DAA6D;IAC7D,uBAAuB;IACvB,MAAM,CAAU;CAQjB;AAED;;;GAGG;AACH,MAAM,OAAgB,iBAAiB;CAWtC;AAED;;;GAGG;AACH,MAAM,OAAgB,YAAY;CAYjC;AAED;;;;;;GAMG;AACH,MAAM,OAAgB,cAAe,SAAQ,YAAY;IAOvD;QACE,KAAK,EAAE,CAAC,CAAC,0BAA0B;IACrC,CAAC;CAsBF;AAED;;;;GAIG;AACH,MAAM,OAAgB,cAAc;CAgBnC"}
1
+ {"version":3,"file":"abstracts.js","sourceRoot":"","sources":["../../../../../../../../src/commands/game/sideQuest/types/shared/abstracts.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,YAAY,EAAE,MAAM,QAAQ,CAAC;AAqBtC;;;GAGG;AACH,MAAM,OAAgB,aAAa;CAiBlC;AAED;;;;GAIG;AACH,MAAM,OAAgB,YAAa,SAAQ,YAAY;CAgBtD;AAED;;;;GAIG;AACH,MAAM,OAAgB,YAAY;IAKhC,oBAAoB,CAAU;CAQ/B;AAED;;;GAGG;AACH,MAAM,OAAgB,iBAAiB;CAWtC;AAED;;;GAGG;AACH,MAAM,OAAgB,YAAY;CAYjC;AAED;;;;;;GAMG;AACH,MAAM,OAAgB,cAAe,SAAQ,YAAY;IAOvD;QACE,KAAK,EAAE,CAAC,CAAC,0BAA0B;IACrC,CAAC;CAsBF"}
@@ -220,6 +220,30 @@ export async function main(playerName, sceneSeed, options) {
220
220
  : '';
221
221
  game.logBox.setContent(notice + ready); // getWelcomeMessage should return the initial game introduction or room description
222
222
  gameLog.transcript(notice + ready); // the transcript opens the way the session did
223
+ // "WHEN THEY LOGIN, THEY SHOULD GET A MESSAGE ABOUT A BACKLOG ITEM
224
+ // FOR REVIEW" (user request 2026-08-27). Fired here and never
225
+ // awaited: the welcome is already on screen, and a boot must not
226
+ // wait on a network round trip to say hello. When it lands -- or
227
+ // never, if the player is offline, logged out, or not a play-tester
228
+ // -- the notice either appears as one line or is silently not said.
229
+ //
230
+ // Same fire-and-forget shape as the play-tester probe rather than a
231
+ // second mechanism for the same job, and it settles the play-tester
232
+ // standing for free on the way (the endpoint is role-gated the same
233
+ // way the board is).
234
+ //
235
+ // CLIENT-SIDE ONLY, deliberately: this is the player's own queue on
236
+ // the player's own login, so it has no business running in the
237
+ // headless engine a shared run executes on.
238
+ void (async () => {
239
+ const { probeReviewQueue, reviewNotice } = await import('./utilities/backlog-review.js');
240
+ await probeReviewQueue({ anonymous: options.anonymousRunner === true });
241
+ const line = reviewNotice();
242
+ if (!line)
243
+ return;
244
+ gameLog.log(line);
245
+ gameLog.transcript(line);
246
+ })().catch(() => undefined);
223
247
  game.updateEquipment(game.player.equipment);
224
248
  game.updateInventory(game.player.inventory, capitalCase(game.scene.getCurrencyType()));
225
249
  game.updateExits(game.player.currentLocation);
@@ -1 +1 @@
1
- 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@@ -0,0 +1,55 @@
1
+ /**
2
+ * WHAT A THING AFFORDS -- the verbs that bite on it, and the voice it
3
+ * uses to turn away the ones that don't.
4
+ *
5
+ * Lifted from puzzle.ts's BYPASS_FLAVOR and rekeyed. The table itself
6
+ * is unchanged in substance; what changed is what it is keyed BY. A
7
+ * "bypass type" described a shortcut past a puzzle. A DeviceKind
8
+ * describes what the object IS -- a lock, a panel, a ward -- which is
9
+ * the question the prose was always really answering.
10
+ *
11
+ * `resists` is the WRONG-VERB voice, and it is keyed on what the thing
12
+ * IS, never on what the player typed (blocker 2026-08-27, "the barrier
13
+ * isn't allowing me to hack/pick/breach it"): a player who reaches for
14
+ * the wrong route is not making an error to be reported, they are
15
+ * asking what this thing is. So the line says what it is, why the
16
+ * attempted route finds no purchase on it, and which verb DOES bite --
17
+ * the same job spots.ts:terrainRefusal() does for a blocked crossing.
18
+ * Never a bare denial: a denial in front of an obvious door is what
19
+ * made a real session conclude the barrier was broken.
20
+ *
21
+ * THE FOURTH MEMBER IS NEW, and it is the whole reason this table moved
22
+ * rather than being copied. 'person' is not a device -- there is no
23
+ * Device with that kind, and there must never be, because making a
24
+ * human being into a lock with a face is the modelling error the
25
+ * "bluff shouldn't work on barriers" ruling was about. It lives here so
26
+ * that a PERSON in a doorway can be described in the same voice as the
27
+ * things around them, from one table, without being one of them.
28
+ *
29
+ * It also closes a TODO left in go.ts: that refusal hinted at talking
30
+ * a guard round in prose and deliberately quoted no verb, because at
31
+ * the time no such verb existed. "bluff" has landed, so it can be
32
+ * named now -- and naming it from here means it can never drift from
33
+ * what the parser actually accepts.
34
+ */
35
+ export type DeviceKind = 'lock' | 'panel' | 'ward';
36
+ /** Everything the affordance table can describe: the devices, plus the
37
+ * one thing that is emphatically not a device. */
38
+ export type AffordanceKind = DeviceKind | 'person';
39
+ export interface IAffordance {
40
+ /** The canonical verb, for one-line refusals that name a route. */
41
+ verb: string;
42
+ /** EVERY verb that works this thing -- naming half the routes is its
43
+ * own small lie (see search.ts's "Work it:" line). */
44
+ verbs: string[];
45
+ /** Why a wrong route finds no purchase, and which one does. */
46
+ resists: string;
47
+ /** What a failed forcing looks like. */
48
+ failureMessage: string;
49
+ /** The coaching line, behind the hints toggle. */
50
+ hint: string;
51
+ }
52
+ export declare const AFFORDANCE_FLAVOR: Record<AffordanceKind, IAffordance>;
53
+ /** The verbs that work a thing of this kind -- used wherever the game
54
+ * has to tell a player exactly what they may type. */
55
+ export declare function verbsFor(kind: AffordanceKind): string[];