@maka/maka-cli 5.67.0 → 5.69.0

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Files changed (137) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +6 -1
  3. package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +1 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +30 -0
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js +54 -0
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +1 -0
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js +4 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +1 -1
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +5 -1
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +12 -4
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +28 -0
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +105 -1
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +48 -0
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js +107 -0
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +1 -0
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +39 -3
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js +89 -4
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +1 -1
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +37 -17
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js +53 -115
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +1 -1
  25. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +55 -0
  26. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js +203 -0
  27. package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +1 -0
  28. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +23 -0
  29. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +44 -9
  30. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  31. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +24 -0
  32. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +70 -12
  33. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
  34. package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js +17 -4
  35. package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js.map +1 -1
  36. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +12 -2
  37. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  38. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +12 -1
  39. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js +8 -6
  41. package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js.map +1 -1
  42. package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +11 -0
  43. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +107 -14
  44. package/bundle/typescript/src/commands/game/sideQuest/commands/move.js.map +1 -1
  45. package/bundle/typescript/src/commands/game/sideQuest/commands/order.js +69 -1
  46. package/bundle/typescript/src/commands/game/sideQuest/commands/order.js.map +1 -1
  47. package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js +5 -4
  48. package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js.map +1 -1
  49. package/bundle/typescript/src/commands/game/sideQuest/commands/register.d.ts +15 -2
  50. package/bundle/typescript/src/commands/game/sideQuest/commands/register.js +32 -6
  51. package/bundle/typescript/src/commands/game/sideQuest/commands/register.js.map +1 -1
  52. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +33 -2
  53. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  54. package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.d.ts +35 -0
  55. package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.js +108 -0
  56. package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.js.map +1 -0
  57. package/bundle/typescript/src/commands/game/sideQuest/commands/standby.d.ts +40 -0
  58. package/bundle/typescript/src/commands/game/sideQuest/commands/standby.js +91 -0
  59. package/bundle/typescript/src/commands/game/sideQuest/commands/standby.js.map +1 -0
  60. package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js +10 -11
  61. package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js.map +1 -1
  62. package/bundle/typescript/src/commands/game/sideQuest/commands/thread.d.ts +27 -0
  63. package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js +7 -2
  64. package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js.map +1 -1
  65. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +4 -2
  66. package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
  67. package/bundle/typescript/src/commands/game/sideQuest/commands/unravel.d.ts +57 -0
  68. package/bundle/typescript/src/commands/game/sideQuest/commands/unravel.js +162 -0
  69. package/bundle/typescript/src/commands/game/sideQuest/commands/unravel.js.map +1 -0
  70. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +12 -5
  71. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
  72. package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
  73. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +17 -1
  74. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
  75. package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js +41 -1
  76. package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js.map +1 -1
  77. package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js +4 -0
  78. package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js.map +1 -1
  79. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +2 -0
  80. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +91 -6
  81. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  82. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +6 -0
  83. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
  84. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +135 -11
  85. package/bundle/typescript/src/commands/game/sideQuest/game.js +361 -30
  86. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  87. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.d.ts +24 -12
  88. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js +53 -13
  89. package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js.map +1 -1
  90. package/bundle/typescript/src/commands/game/sideQuest/models/item.d.ts +25 -0
  91. package/bundle/typescript/src/commands/game/sideQuest/models/item.js +31 -0
  92. package/bundle/typescript/src/commands/game/sideQuest/models/item.js.map +1 -1
  93. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +98 -1
  94. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +98 -4
  95. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  96. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +95 -4
  97. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +179 -20
  98. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  99. package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +90 -0
  100. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +114 -5
  101. package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
  102. package/bundle/typescript/src/commands/game/sideQuest/resonance-actions.d.ts +108 -0
  103. package/bundle/typescript/src/commands/game/sideQuest/resonance-actions.js +186 -0
  104. package/bundle/typescript/src/commands/game/sideQuest/resonance-actions.js.map +1 -0
  105. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +1 -0
  106. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +2 -0
  107. package/bundle/typescript/src/commands/game/sideQuest/sprite-powers.d.ts +88 -0
  108. package/bundle/typescript/src/commands/game/sideQuest/sprite-powers.js +137 -0
  109. package/bundle/typescript/src/commands/game/sideQuest/sprite-powers.js.map +1 -0
  110. package/bundle/typescript/src/commands/game/sideQuest/types/repro.d.ts +42 -0
  111. package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +32 -1
  112. package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +12 -0
  113. package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +1 -0
  114. package/bundle/typescript/src/commands/game/sideQuest/ui.js +3 -0
  115. package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
  116. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +5 -1
  117. package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
  118. package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.d.ts +41 -1
  119. package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.js +52 -4
  120. package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.js.map +1 -1
  121. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.d.ts +14 -2
  122. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js +78 -7
  123. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js.map +1 -1
  124. package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.d.ts +7 -0
  125. package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.js +24 -0
  126. package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.js.map +1 -1
  127. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +14 -0
  128. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
  129. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.d.ts +46 -0
  130. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +90 -5
  131. package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js.map +1 -1
  132. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.d.ts +70 -0
  133. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +168 -22
  134. package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
  135. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +83 -0
  136. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  137. package/package.json +1 -1
@@ -51,6 +51,30 @@ export declare const SAVED_COMMLINK: {
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  */
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  export declare function savedPlayer(name: string, overrides?: Record<string, unknown>): ISavedPlayer;
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  export declare function save(name: string, overrides?: Record<string, unknown>): ISaveFileV1;
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+ /**
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+ * A SAVE THAT ACTUALLY IS THE ARCHETYPE IT CLAIMS -- SPREAD AND KIT.
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+ *
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+ * THE SPREAD. savedPlayer's default is a Street Samurai, and
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+ * `archetypeName` on its own is only a label -- the attributes and
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+ * skills come from the explicit blocks. So `{ archetypeName: 'Combat
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+ * Mage' }` alone produced a mundane wearing a mage's name: magic 0, no
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+ * spellcasting, and every ward test passing for the wrong reason. The
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+ * spread is read from ARCHETYPES rather than restated.
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+ *
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+ * THE KIT was missing until 2026-08-28, and it made a whole class
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+ * of bench impossible without saying so. `{"archetype": "Decker"}`
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+ * produced a decker with logic 7, hacking 6 and NO CYBERDECK -- someone
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+ * who cannot `jack in` at all. Every Matrix repro bench built on a
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+ * decker therefore failed at step one, and it failed for a reason that
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+ * looked like the scene being wrong rather than the character being
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+ * unequipped. backlog-session-1 hit it and worked around it with a
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+ * Technomancer, whose living persona needs no deck.
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+ *
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+ * A fixture that quietly does less than it claims is the exact failure
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+ * repro benches exist to prevent, so it does not get to live in the
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+ * harness that builds them.
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+ */
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+ export declare function saveForArchetype(name: string, archetypeName: string): ISaveFileV1;
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  /**
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  * The smallest scene the engine will boot AND that carries the things
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  * run-scoped state is about: a client, a payout, and a hand-off win
@@ -58,18 +82,6 @@ export declare function save(name: string, overrides?: Record<string, unknown>):
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  * test that depends on one machine's saved games protects nothing on any
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  * other machine.
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  */
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- /**
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- * A SAVE THAT ACTUALLY IS THE ARCHETYPE IT CLAIMS.
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- *
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- * savedPlayer's default spread is a Street Samurai, and `archetypeName`
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- * on its own is only a label -- the attributes and skills come from the
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- * explicit blocks. So a test that passed `{ archetypeName: 'Combat
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- * Mage' }` and expected to cast would get a mundane with a mage's name
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- * on it: magic 0, no spellcasting, and every ward test passing for the
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- * wrong reason. That is the shape of failure this repo keeps paying
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- * for, so the spread is read from ARCHETYPES rather than restated.
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- */
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- export declare function saveForArchetype(name: string, archetypeName: string): ISaveFileV1;
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  export declare function paritySeed(overrides?: Partial<ISceneSeedJson>): ISceneSeedJson;
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  export interface BootOptions {
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  seed?: ISceneSeedJson;
@@ -1,5 +1,6 @@
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  import { createHeadlessSession } from './headless.js';
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  import { getArchetype } from './archetypes.js';
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+ import { Size, Category, Rating } from './types/shared/item-enum.js';
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  /**
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  * STANDING UP A REAL HEADLESS BOOT, cheaply.
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  *
@@ -93,34 +94,73 @@ export function save(name, overrides = {}) {
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  };
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  }
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  /**
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- * The smallest scene the engine will boot AND that carries the things
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- * run-scoped state is about: a client, a payout, and a hand-off win
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- * condition. Hand-authored rather than read from a session folder -- a
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- * test that depends on one machine's saved games protects nothing on any
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- * other machine.
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+ * ENUM VALUE BACK TO ENUM KEY.
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+ *
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+ * An archetype's gear is declared with enum VALUES (Category.Cyberdeck
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+ * is 'cyberdeck'); a SAVED item carries enum KEYS ('Cyberdeck'). The
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+ * header of this file already records that the mismatch cost two
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+ * sessions an hour between them, so the conversion is done here once
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+ * rather than in each caller that gets it wrong differently.
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  */
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+ function enumKeyFor(enumObj, value) {
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+ if (value === undefined)
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+ return undefined;
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+ const hit = Object.entries(enumObj).find(([, v]) => v === value);
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+ return hit ? hit[0] : value;
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+ }
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  /**
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- * A SAVE THAT ACTUALLY IS THE ARCHETYPE IT CLAIMS.
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+ * A SAVE THAT ACTUALLY IS THE ARCHETYPE IT CLAIMS -- SPREAD AND KIT.
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+ *
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+ * THE SPREAD. savedPlayer's default is a Street Samurai, and
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+ * `archetypeName` on its own is only a label -- the attributes and
116
+ * skills come from the explicit blocks. So `{ archetypeName: 'Combat
117
+ * Mage' }` alone produced a mundane wearing a mage's name: magic 0, no
118
+ * spellcasting, and every ward test passing for the wrong reason. The
119
+ * spread is read from ARCHETYPES rather than restated.
104
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  *
105
- * savedPlayer's default spread is a Street Samurai, and `archetypeName`
106
- * on its own is only a label -- the attributes and skills come from the
107
- * explicit blocks. So a test that passed `{ archetypeName: 'Combat
108
- * Mage' }` and expected to cast would get a mundane with a mage's name
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- * on it: magic 0, no spellcasting, and every ward test passing for the
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- * wrong reason. That is the shape of failure this repo keeps paying
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- * for, so the spread is read from ARCHETYPES rather than restated.
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+ * THE KIT was missing until 2026-08-28, and it made a whole class
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+ * of bench impossible without saying so. `{"archetype": "Decker"}`
123
+ * produced a decker with logic 7, hacking 6 and NO CYBERDECK -- someone
124
+ * who cannot `jack in` at all. Every Matrix repro bench built on a
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+ * decker therefore failed at step one, and it failed for a reason that
126
+ * looked like the scene being wrong rather than the character being
127
+ * unequipped. backlog-session-1 hit it and worked around it with a
128
+ * Technomancer, whose living persona needs no deck.
129
+ *
130
+ * A fixture that quietly does less than it claims is the exact failure
131
+ * repro benches exist to prevent, so it does not get to live in the
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+ * harness that builds them.
112
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  */
113
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  export function saveForArchetype(name, archetypeName) {
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  const a = getArchetype(archetypeName);
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  const { skills, ...attrs } = a.combat;
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+ const inventory = (a.gear ?? []).map(def => ({
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+ name: def.name,
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+ description: def.description,
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+ size: enumKeyFor(Size, def.size),
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+ category: enumKeyFor(Category, def.category),
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+ rating: enumKeyFor(Rating, def.rating),
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+ shape: def.shape,
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+ color: def.color,
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+ texture: def.texture,
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+ weight: def.weight,
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+ }));
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  return save(name, {
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  archetypeName: a.name,
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  attributes: { ...attrs, resonance: attrs.resonance ?? 0, adept: attrs.adept ?? false },
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  skills: { ...(skills ?? {}) },
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  baseMagic: a.combat.magic ?? 0,
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  baseResonance: a.combat.resonance ?? 0,
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+ inventory,
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  });
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  }
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+ /**
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+ * The smallest scene the engine will boot AND that carries the things
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+ * run-scoped state is about: a client, a payout, and a hand-off win
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+ * condition. Hand-authored rather than read from a session folder -- a
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+ * test that depends on one machine's saved games protects nothing on any
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+ * other machine.
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+ */
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  export function paritySeed(overrides = {}) {
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  return {
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  name: 'Parity Job',
@@ -1 +1 @@
1
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1
+ 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@@ -110,8 +110,33 @@ export declare class Item extends AbstractItem {
110
110
  * as a LIMIT; this engine has no limits, so half rides the pool (the
111
111
  * same convention as contact Connection). Non-deck devices (commlinks)
112
112
  * keep the old quality-tier contribution.
113
+ *
114
+ * The tests this stands in for, named here so the deviation is
115
+ * checkable rather than folklore (backlog 8MqJ6vfigtmk2SPa2): Hack on
116
+ * the Fly is Hacking + Logic [Sleaze] (p.240), Brute Force is
117
+ * Cybercombat + Logic [Attack] (p.238), and p.244 organises every
118
+ * Matrix action BY its limit. This halving is the single knob that
119
+ * would have to become real for any of them to be. Callers:
120
+ * commands/hack.ts, mark.ts, tap.ts, overwatch.ts, and
121
+ * Player.getAttackPool / getPanDefensePool.
113
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  */
114
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  matrixEdge(kind: 'attack' | 'sleaze' | 'dataProcessing' | 'firewall'): number;
124
+ /**
125
+ * THE MATRIX ATTRIBUTE ITSELF -- whole, for use as a LIMIT rather
126
+ * than as dice (SR5 p.226, p.222, p.234; RAG-checked 2026-08-28).
127
+ *
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+ * A CYBERDECK carries the configurable array and answers all four.
129
+ * ANY OTHER DEVICE -- a commlink -- has only Data Processing and
130
+ * Firewall, and both equal its Device Rating (p.222, p.234). It has
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+ * NO Attack and NO Sleaze: those belong to decks and hosts (p.226).
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+ * Asking for one returns 0, which callers must read as "this device
133
+ * cannot take that action", never as "an unlimited one".
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+ *
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+ * matrixEdge above is the OLD half-the-attribute-as-dice
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+ * substitution and is on its way out; it survives only where a pool
137
+ * genuinely wants a gear bonus rather than a cap.
138
+ */
139
+ matrixAttribute(kind: 'attack' | 'sleaze' | 'dataProcessing' | 'firewall'): number;
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  /** Deck-side Matrix damage bonus: Attack attribute + a loaded Hammer. */
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  get matrixDamageBonus(): number;
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  /** One-line stat readout: "A5 S4 D4 F2, DR2, 1/2 programs". */
@@ -293,12 +293,43 @@ export class Item extends AbstractItem {
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  * as a LIMIT; this engine has no limits, so half rides the pool (the
294
294
  * same convention as contact Connection). Non-deck devices (commlinks)
295
295
  * keep the old quality-tier contribution.
296
+ *
297
+ * The tests this stands in for, named here so the deviation is
298
+ * checkable rather than folklore (backlog 8MqJ6vfigtmk2SPa2): Hack on
299
+ * the Fly is Hacking + Logic [Sleaze] (p.240), Brute Force is
300
+ * Cybercombat + Logic [Attack] (p.238), and p.244 organises every
301
+ * Matrix action BY its limit. This halving is the single knob that
302
+ * would have to become real for any of them to be. Callers:
303
+ * commands/hack.ts, mark.ts, tap.ts, overwatch.ts, and
304
+ * Player.getAttackPool / getPanDefensePool.
296
305
  */
297
306
  matrixEdge(kind) {
298
307
  if (!this.isCyberdeck())
299
308
  return this.qualityBonus;
300
309
  return Math.floor(this[kind] / 2);
301
310
  }
311
+ /**
312
+ * THE MATRIX ATTRIBUTE ITSELF -- whole, for use as a LIMIT rather
313
+ * than as dice (SR5 p.226, p.222, p.234; RAG-checked 2026-08-28).
314
+ *
315
+ * A CYBERDECK carries the configurable array and answers all four.
316
+ * ANY OTHER DEVICE -- a commlink -- has only Data Processing and
317
+ * Firewall, and both equal its Device Rating (p.222, p.234). It has
318
+ * NO Attack and NO Sleaze: those belong to decks and hosts (p.226).
319
+ * Asking for one returns 0, which callers must read as "this device
320
+ * cannot take that action", never as "an unlimited one".
321
+ *
322
+ * matrixEdge above is the OLD half-the-attribute-as-dice
323
+ * substitution and is on its way out; it survives only where a pool
324
+ * genuinely wants a gear bonus rather than a cap.
325
+ */
326
+ matrixAttribute(kind) {
327
+ if (this.isCyberdeck())
328
+ return this[kind];
329
+ if (kind === 'attack' || kind === 'sleaze')
330
+ return 0;
331
+ return this.deviceRating;
332
+ }
302
333
  /** Deck-side Matrix damage bonus: Attack attribute + a loaded Hammer. */
303
334
  get matrixDamageBonus() {
304
335
  if (!this.isCyberdeck())
@@ -1 +1 @@
1
- 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@@ -98,6 +98,35 @@ export interface IBarrierPost {
98
98
  * silently. Nothing throws when a guard starts waving people through.
99
99
  */
100
100
  export declare function picketDutyNote(guarding: boolean, direction?: string): string;
101
+ /**
102
+ * OPPOSITION (JjQdy4A4tzcQdPHno: "none of the NPCs ever seem to get
103
+ * hostile"). See Player.hostile for why a flag was the missing piece
104
+ * and the wake-up was not.
105
+ *
106
+ * CANON SHAPES THIS, and it is narrower than "be aggressive". Asked
107
+ * fresh: hostility follows DETECTION and cause, never ambience. A host
108
+ * "informs its owner and launches IC" when it SPOTS you (p.247); Patrol
109
+ * IC escalates only when it has cause and is "mostly harmless to the
110
+ * innocent" (Data Trails p.86); guards round a corner, SEE the team,
111
+ * and shooting starts (p.374-377). Detection then feeds a Surprise Test
112
+ * (p.192), which is the engine's own opposed perception contest already
113
+ * sitting on arrival.
114
+ *
115
+ * So this note gives a REASON, never an order. It deliberately does NOT
116
+ * say attack: challenging a stranger, raising the alarm, or calling for
117
+ * backup are all better opening moves, and canon's own examples are
118
+ * mostly alerts rather than gunfire. A brief that said "attack on
119
+ * sight" would replace a game where nobody fights with a game where
120
+ * everybody does, and the second is worse -- a missed beat costs a
121
+ * moment, a room that shoots on sight costs the scene.
122
+ *
123
+ * THE LINE ABOUT NOT KNOWING WHO THEY ARE is load-bearing. Without it
124
+ * the AI tends to narrate certainty it has no source for -- naming the
125
+ * runner as a known infiltrator, or inventing what they are here to
126
+ * steal. Opposition means "you are not supposed to be here", not
127
+ * "I have read your file".
128
+ */
129
+ export declare function hostileStanceNote(hostile: boolean, intruderName?: string): string;
101
130
  export declare function barrierPostNote(barriers: IBarrierPost[]): string;
102
131
  /**
103
132
  * How many real credentials this NPC was actually handed -- the number
@@ -207,6 +236,36 @@ export declare function isOutOfCharacter(line: string, npcName?: string): boolea
207
236
  * regresses: the words still print, just in the wrong voice.
208
237
  */
209
238
  export declare function splitSpokenLines(lines: string[]): string[];
239
+ /**
240
+ * THE COMPANION KINDS, in one place, because they were in three.
241
+ *
242
+ * This union was declared separately in npc.ts (companionKind) and
243
+ * twice in game.ts (the `companions` roster and spawnCompanionShell),
244
+ * and that is the root of a defect the cluster found FOUR times in one
245
+ * day: a per-kind table written from memory, missing its `sprite` arm,
246
+ * falling through to a default that was a plausible-looking lie.
247
+ *
248
+ * order.ts FEED -- a sprite's order feed rendered in
249
+ * meat-ally white, on a Matrix construct.
250
+ * order.ts fold branch -- "stand down" answered with the AGENT's
251
+ * deck wording and DESTROYED a registered
252
+ * sprite (backlog-session-2's find).
253
+ * npc.ts LINK_STYLE -- the master link relays a sprite acting
254
+ * out of sight in ally white.
255
+ * go.ts follow rule -- a jacked-in technomancer STRANDED their
256
+ * sprite on the grid; see that file.
257
+ *
258
+ * Nobody wrote four bugs. Four people wrote a three-arm table from a
259
+ * union they could not see all of, because there was no single place
260
+ * that said what the kinds are.
261
+ *
262
+ * KEY EVERY PER-KIND TABLE TO THIS TYPE with `satisfies Record<...>`.
263
+ * That converts the whole family from "can only be wrong" to "cannot
264
+ * build": add a sixth kind here and every table fails to compile until
265
+ * someone gives it an arm. A ternary chain with a fallback arm can
266
+ * never fail that way, which is exactly why all four of these shipped.
267
+ */
268
+ export type CompanionKind = 'spirit' | 'sprite' | 'agent' | 'drone' | 'ally';
210
269
  export declare class NPC extends Player {
211
270
  private _dialogue;
212
271
  private _description;
@@ -219,8 +278,46 @@ export declare class NPC extends Player {
219
278
  private readonly _maxHistory;
220
279
  private commandRegistry;
221
280
  private lastNpcHeardTime;
281
+ /**
282
+ * How long an NPC ignores ANOTHER NPC's speech after hearing one.
283
+ *
284
+ * 2.5 SECONDS, BY RULING. The value was 500 with a comment reading
285
+ * "10 seconds" -- twenty times itself. Which of the two was intended
286
+ * was not recoverable from the code, so it went to the board rather
287
+ * than being "fixed" in either direction: silently making NPC
288
+ * cross-chatter twenty times rarer would have been a behaviour change
289
+ * wearing a typo's clothes. The answer came back neither -- 2-3
290
+ * seconds -- so the comment was not describing a lost intent and the
291
+ * number was not right either.
292
+ *
293
+ * MUST NOT SHIP IN THE SAME RELEASE AS THE CROWD NOTE (room.ts
294
+ * crowdNote, hiRLexr3xJjQM2jP4). This throttles exactly the cross-talk
295
+ * that clause addresses. If both move at once a playtest cannot tell
296
+ * which one quieted the room, or which one deadened it -- the clause
297
+ * ships and gets played first.
298
+ */
222
299
  private static npcHearCooldownMs;
223
300
  private lastNpcSeenTime;
301
+ /**
302
+ * The same throttle for ACTIONS an NPC watches another NPC take.
303
+ *
304
+ * 2.5 SECONDS, MATCHING THE HEAR COOLDOWN, BY RULING. This was the
305
+ * second instance of the same lying comment -- "// 10 seconds"
306
+ * against a value of 500 -- and it was left at 500 on purpose when
307
+ * the hear one was raised, because applying that answer here would
308
+ * have extended a ruling past what was asked.
309
+ *
310
+ * The answer came back "both": hearing and seeing are the same kind
311
+ * of reaction and were plainly meant as a pair, so reacting five
312
+ * times faster to sight than to sound is not a design, it is a typo
313
+ * that survived. Which is what the matched-pair reading suggested --
314
+ * but a correct guess is still a guess, and the next one might not
315
+ * land.
316
+ *
317
+ * Same release coupling as its twin: neither of these ships beside
318
+ * the crowd-note clause (room.ts crowdNote), or a playtest cannot
319
+ * tell which one quieted the room.
320
+ */
224
321
  private static npcSeeCooldownMs;
225
322
  private _maxRecursion;
226
323
  private waitingForPlayer;
@@ -254,7 +351,7 @@ export declare class NPC extends Player {
254
351
  */
255
352
  private seatedNames;
256
353
  boundDevice?: Item;
257
- companionKind?: 'spirit' | 'sprite' | 'agent' | 'drone' | 'ally';
354
+ companionKind?: CompanionKind;
258
355
  /**
259
356
  * Runs one command AS this NPC through its own scene-bound registry --
260
357
  * the deterministic control surface for "order <companion> <command>"
@@ -63,6 +63,49 @@ export function picketDutyNote(guarding, direction) {
63
63
  + ` You can be talked round by a genuinely good story or a real reason, and you can be`
64
64
  + ` put down by force. Short of one of those, the answer is no.`;
65
65
  }
66
+ /**
67
+ * OPPOSITION (JjQdy4A4tzcQdPHno: "none of the NPCs ever seem to get
68
+ * hostile"). See Player.hostile for why a flag was the missing piece
69
+ * and the wake-up was not.
70
+ *
71
+ * CANON SHAPES THIS, and it is narrower than "be aggressive". Asked
72
+ * fresh: hostility follows DETECTION and cause, never ambience. A host
73
+ * "informs its owner and launches IC" when it SPOTS you (p.247); Patrol
74
+ * IC escalates only when it has cause and is "mostly harmless to the
75
+ * innocent" (Data Trails p.86); guards round a corner, SEE the team,
76
+ * and shooting starts (p.374-377). Detection then feeds a Surprise Test
77
+ * (p.192), which is the engine's own opposed perception contest already
78
+ * sitting on arrival.
79
+ *
80
+ * So this note gives a REASON, never an order. It deliberately does NOT
81
+ * say attack: challenging a stranger, raising the alarm, or calling for
82
+ * backup are all better opening moves, and canon's own examples are
83
+ * mostly alerts rather than gunfire. A brief that said "attack on
84
+ * sight" would replace a game where nobody fights with a game where
85
+ * everybody does, and the second is worse -- a missed beat costs a
86
+ * moment, a room that shoots on sight costs the scene.
87
+ *
88
+ * THE LINE ABOUT NOT KNOWING WHO THEY ARE is load-bearing. Without it
89
+ * the AI tends to narrate certainty it has no source for -- naming the
90
+ * runner as a known infiltrator, or inventing what they are here to
91
+ * steal. Opposition means "you are not supposed to be here", not
92
+ * "I have read your file".
93
+ */
94
+ export function hostileStanceNote(hostile, intruderName) {
95
+ if (!hostile)
96
+ return '';
97
+ const who = intruderName ? `${intruderName} is` : 'They are';
98
+ return `\nYOU ARE OPPOSITION HERE, and this is not your friend.`
99
+ + ` ${who} not supposed to be in this place, and you know it the moment you register them.`
100
+ + ` You do not owe them help, directions, or the benefit of the doubt.`
101
+ + ` Challenge them, demand what they are doing here, raise the alarm, call for backup,`
102
+ + ` move to cut them off, or put hands on them -- whatever someone in your position`
103
+ + ` would really do. Attacking is available ("attack <name>") and is sometimes right,`
104
+ + ` but it is rarely the FIRST thing: a challenge or an alarm usually comes before a gun.`
105
+ + ` You do NOT know their name, their employer, or what they came for unless you were`
106
+ + ` told it or they tell you -- act on what you can see, not on a file you never read.`
107
+ + ` If they talk their way round you, or beat you, that settles it.`;
108
+ }
66
109
  export function barrierPostNote(barriers) {
67
110
  return barriers.map(b => {
68
111
  const dirNote = b.sealingDirection ? ` sealing the way ${b.sealingDirection}` : '';
@@ -432,9 +475,47 @@ export class NPC extends Player {
432
475
  _maxHistory = 200;
433
476
  commandRegistry;
434
477
  lastNpcHeardTime = 0;
435
- static npcHearCooldownMs = 500; // 10 seconds. Adjust as you like!
478
+ /**
479
+ * How long an NPC ignores ANOTHER NPC's speech after hearing one.
480
+ *
481
+ * 2.5 SECONDS, BY RULING. The value was 500 with a comment reading
482
+ * "10 seconds" -- twenty times itself. Which of the two was intended
483
+ * was not recoverable from the code, so it went to the board rather
484
+ * than being "fixed" in either direction: silently making NPC
485
+ * cross-chatter twenty times rarer would have been a behaviour change
486
+ * wearing a typo's clothes. The answer came back neither -- 2-3
487
+ * seconds -- so the comment was not describing a lost intent and the
488
+ * number was not right either.
489
+ *
490
+ * MUST NOT SHIP IN THE SAME RELEASE AS THE CROWD NOTE (room.ts
491
+ * crowdNote, hiRLexr3xJjQM2jP4). This throttles exactly the cross-talk
492
+ * that clause addresses. If both move at once a playtest cannot tell
493
+ * which one quieted the room, or which one deadened it -- the clause
494
+ * ships and gets played first.
495
+ */
496
+ static npcHearCooldownMs = 2500;
436
497
  lastNpcSeenTime = 0;
437
- static npcSeeCooldownMs = 500; // 10 seconds (tune as you like)
498
+ /**
499
+ * The same throttle for ACTIONS an NPC watches another NPC take.
500
+ *
501
+ * 2.5 SECONDS, MATCHING THE HEAR COOLDOWN, BY RULING. This was the
502
+ * second instance of the same lying comment -- "// 10 seconds"
503
+ * against a value of 500 -- and it was left at 500 on purpose when
504
+ * the hear one was raised, because applying that answer here would
505
+ * have extended a ruling past what was asked.
506
+ *
507
+ * The answer came back "both": hearing and seeing are the same kind
508
+ * of reaction and were plainly meant as a pair, so reacting five
509
+ * times faster to sight than to sound is not a design, it is a typo
510
+ * that survived. Which is what the matched-pair reading suggested --
511
+ * but a correct guess is still a guess, and the next one might not
512
+ * land.
513
+ *
514
+ * Same release coupling as its twin: neither of these ships beside
515
+ * the crowd-note clause (room.ts crowdNote), or a playtest cannot
516
+ * tell which one quieted the room.
517
+ */
518
+ static npcSeeCooldownMs = 2500;
438
519
  _maxRecursion = 5;
439
520
  waitingForPlayer = false;
440
521
  // One speech act per stimulus: set when this NPC speaks while handling a
@@ -519,6 +600,13 @@ export class NPC extends Player {
519
600
  spirit: { color: 'magenta', icon: '✧' },
520
601
  drone: { color: 'yellow', icon: '✈' },
521
602
  agent: { color: 'cyan', icon: '▣' },
603
+ // A sprite is a Matrix construct and relays cyan like the agent.
604
+ // With no arm of its own it fell through to `ally` and a sprite
605
+ // working out of its master's sight reported home in meat-ally
606
+ // white with the 👥 icon. Latent rather than visible -- relayToMaster
607
+ // only fires when the master CANNOT already see it -- which is why
608
+ // it outlived the same bug being fixed twice in order.ts.
609
+ sprite: { color: 'cyan', icon: '◈' },
522
610
  ally: { color: 'white', icon: '👥' },
523
611
  };
524
612
  /**
@@ -621,7 +709,8 @@ Available in-game commands (use with [COMMAND] prefix):
621
709
  - unequip <item name> — remove an equipped item
622
710
  - unlock <door name> — unlock a door (if you have the key or solution)
623
711
  - lock <door name> — lock a door
624
- - solve <answer> — attempt to solve the puzzle in this room by stating the actual answer (safe, always works if correct)
712
+ - use <panel name> <the code> — enter a code you actually know into a keypad or panel.
713
+ Only a PANEL takes a code; you cannot talk at a mechanical lock
625
714
  - pick — attempt to pick the lock on the puzzle in this room without knowing the answer (50/50, a failure sets off an alarm)
626
715
  - hack — attempt to hack the terminal/system in this room without knowing the answer (50/50, a failure trips a countermeasure)
627
716
  - cast <spell> [at <target>] — cast a spell you know. Requires being Awakened
@@ -1589,6 +1678,11 @@ An ORDER is the only way these goods change hands -- never a dialogue sale, neve
1589
1678
  }
1590
1679
  }
1591
1680
  const picketBlock = picketDutyNote(this.guarding === true, guardedDirection);
1681
+ // OPPOSITION (see Player.hostile / hostileStanceNote). Named to the
1682
+ // actor who is actually here, so the note is about the person in
1683
+ // front of them rather than a standing grudge -- and never applied
1684
+ // to an ally shell, which serves the runner by construction.
1685
+ const hostileBlock = hostileStanceNote(this.hostile === true && !this.allyOf, actor?.name);
1592
1686
  // CREDENTIALS YOU DO NOT HOLD (a real session: "the code Oren gave me
1593
1687
  // is wrong"). The block above is the ONLY place an NPC is ever handed
1594
1688
  // a real requiredPhrase, and it is keyed to the room they stand in --
@@ -1751,7 +1845,7 @@ Your objective is to drive the story line.
1751
1845
  ${formattedExitsStr}
1752
1846
  ${roomInventoryDesc}
1753
1847
  ${waresDesc}
1754
- ${swagNote}${clientNote}${picketBlock}${barrierBlock}${credentialHonesty}${localKnowledge}
1848
+ ${swagNote}${clientNote}${hostileBlock}${picketBlock}${barrierBlock}${credentialHonesty}${localKnowledge}
1755
1849
  ${familiarity}
1756
1850
  ${droneNote}
1757
1851
  ${companionNote}${tableNote}