@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
@@ -291,6 +291,64 @@ export class Room extends AbstractRoom {
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  hasNode = false;
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  // See IRoomConstructorConfig.nodeAccess: 'wired' = air-gapped host.
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  nodeAccess = 'wireless';
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+ /**
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+ * HOST RATING (SR5 p.247 HOST ATTRIBUTES, RAG-checked 2026-08-28) --
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+ * 1 to 12, and the one number a host is described BY. The book's
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+ * sample table: 1-2 personal sites and pirate archives, 3-4 low-end
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+ * commercial and private business, 5-6 social media and local police,
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+ * 7-8 local corporate hosts and low-level government, 9-10 regional
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+ * corporate and secure sites, 11-12 megacorporate HQ, military
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+ * command, clandestine head office.
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+ *
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+ * Reported by Deditri (BTyfgybBnD2hjDmoN): the grid map named every
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+ * place "host node" or "thin grid" and never said how hard it was, so
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+ * a pawnshop and an arcology read identically from the outside.
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+ *
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+ * DEFAULT_HOST_RATING is a DEFAULT, not a rule -- the book rates
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+ * hosts, it does not say what an unrated one is. 3 puts an unspecified
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+ * host in the "low-end commercial, private business" band, which is
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+ * what most run locations are; a seed that cares should say so.
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+ */
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+ // Declared BEFORE hostRating: an instance field initializer runs
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+ // against statics that already exist, so ordering them the other way
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+ // round is a TS2729 at build time.
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+ static DEFAULT_HOST_RATING = 3;
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+ static MIN_HOST_RATING = 1;
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+ static MAX_HOST_RATING = 12;
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+ hostRating = Room.DEFAULT_HOST_RATING;
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+ /** A seeded rating held to the book's 1-12 band; anything absent,
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+ * fractional or out of range falls back to the default rather than
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+ * producing a host the rules have no shape for. */
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+ static clampHostRating(rating) {
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+ if (typeof rating !== 'number' || !Number.isFinite(rating))
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+ return Room.DEFAULT_HOST_RATING;
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+ return Math.min(Room.MAX_HOST_RATING, Math.max(Room.MIN_HOST_RATING, Math.round(rating)));
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+ }
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+ /**
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+ * THE HOST'S MATRIX ATTRIBUTES, derived from its rating (SR5 p.247):
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+ * "usually (Host Rating), (Host Rating + 1), (Host Rating + 2), and
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+ * (Host Rating + 3), in any order."
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+ *
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+ * The book leaves the ORDER to the gamemaster and gives one worked
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+ * example -- a Rating 4 host with Attack 5, Sleaze 4, Data Processing
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+ * 7, Firewall 6. That ordering is used here rather than one of my own
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+ * invention, so the default is the book's own illustration. A seed
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+ * that wants a differently-shaped host should say so explicitly when
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+ * that field exists; "any order" means no ordering is more canon than
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+ * another, which is exactly why this one is not presented as a rule.
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+ *
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+ * WHAT THESE DO NOT DO YET, so the next reader does not go hunting:
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+ * nothing. The only mechanical use SR5 gives a Host Rating is IC
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+ * rolling Host Rating x 2 (p.247-248), and this engine has no IC --
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+ * `hostAlert` is a flag and "ice hunting" is prose; nothing rolls on
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+ * the host's side anywhere. Host intrusion is a threshold frame with
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+ * no opposed roll to put these into. Filed as its own item; see the
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+ * note on hostRating above.
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+ */
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+ hostAttributes() {
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+ const hr = this.hostRating;
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+ return { attack: hr + 1, sleaze: hr, dataProcessing: hr + 3, firewall: hr + 2 };
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+ }
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  // Runtime: set once someone hacks this room's host (see hack.ts). Until
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  // then, the host's data vault holds its matrix items sealed (take.ts).
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  // Fresh Rooms per scene means it naturally resets between jobs.
@@ -316,6 +374,7 @@ export class Room extends AbstractRoom {
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  this.roomType = config.roomType;
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  this.hasNode = config.hasNode ?? false;
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  this.nodeAccess = config.nodeAccess ?? 'wireless';
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+ this.hostRating = Room.clampHostRating(config.hostRating);
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  this.warded = config.warded ?? false;
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  this.watched = config.watched ?? false;
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  this.exits = config.exits || new Map();
@@ -390,6 +449,48 @@ Keep it concise and dramatic.`;
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  getActors() {
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  return Array.from(this.actors);
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  }
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+ /**
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+ * WHEN A ROOM ANSWERS AS A CROWD (hiRLexr3xJjQM2jP4: "that was funny,
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+ * but a little silly... Brick and Marla were standing next to
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+ * eachother").
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+ *
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+ * Brick walked to the bar, Marla was already there, and both
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+ * acknowledged the same handoff. The adjacency the report names is
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+ * not the fault -- two people at a bar ARE adjacent. The silliness is
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+ * one event narrated twice.
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+ *
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+ * WHY IT HAPPENS, AND WHY THE BRIEF'S OWN RULE CANNOT STOP IT. Room
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+ * speech fans out in PARALLEL and un-awaited (see say() below): every
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+ * listener's hear() is launched at once and each NPC calls the AI on
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+ * its own. The brief already says "Do NOT repeat, rephrase, or re-ask
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+ * anything you have already said" -- but at the moment each NPC is
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+ * asked, the other's reply DOES NOT EXIST YET. Cross-NPC duplication
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+ * is structurally invisible to both of them.
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+ *
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+ * SO THE FIX IS TO TELL THEM THEY ARE NOT ALONE, and nothing more.
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+ * The fan-out stays un-awaited: serialising the calls would buy
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+ * coordination with latency and a duller room, and a responder
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+ * throttle would silence people who have something to say.
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+ *
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+ * IT DISCOURAGES RESTATING, NOT SPEAKING, and that distinction is the
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+ * whole risk. say.ts's overheard-CALL note tells a bystander to stay
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+ * silent unless it concerns them, which is right THERE -- you are
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+ * hearing half of a private conversation. A bar handoff is the
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+ * opposite situation, and borrowing that instruction would trade a
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+ * mild silliness for a dead room. The reporter laughed; a room that
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+ * stopped talking would not be an improvement on a laugh.
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+ *
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+ * NPC recipients only: Player.hear PRINTS what it is given, so a
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+ * system note appended for a human would land verbatim in their
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+ * transcript.
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+ */
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+ crowdNote(recipients) {
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+ const mouths = recipients.filter(r => r instanceof NPC).length;
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+ if (mouths < 2)
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+ return '';
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+ const others = mouths - 1;
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+ return ` [System note: ${others} other ${others === 1 ? 'person' : 'people'} in earshot heard this too, and each is answering in the same moment as you -- none of you can see what the others are about to say. Say YOUR piece, in your own voice, but not the same piece: if the obvious reply is one anyone here would give, make yours specific to you instead. Two people reporting one event reads as a joke.]`;
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+ }
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  say(actor, message) {
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  // "At" spots: speech is LOCAL (player decision: speech local, sight
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  // room-wide -- walking into the bar had every NPC in the room
@@ -405,8 +506,10 @@ Keep it concise and dramatic.`;
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  // companion shell at heel uses that distinction to stay quiet (see
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  // NPC.hear); targeted channels (talk/order/ask...) never set it.
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  if (speakerSpot === undefined) {
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- for (const recipient of listeners)
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- void recipient.hear(actor, message, { broadcast: true });
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+ const crowd = this.crowdNote(listeners);
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+ for (const recipient of listeners) {
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+ void recipient.hear(actor, recipient instanceof NPC ? `${message}${crowd}` : message, { broadcast: true });
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+ }
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  return;
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  }
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  const local = listeners.filter(r => {
@@ -414,8 +517,10 @@ Keep it concise and dramatic.`;
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  return rs === undefined || rs === speakerSpot;
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  });
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  if (local.length > 0) {
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- for (const recipient of local)
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- void recipient.hear(actor, message, { broadcast: true });
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+ const crowd = this.crowdNote(local);
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+ for (const recipient of local) {
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+ void recipient.hear(actor, recipient instanceof NPC ? `${message}${crowd}` : message, { broadcast: true });
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+ }
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  return;
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  }
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  // VOICE RANGE (spatial pass 2026-08-25): how hard you have to work
@@ -434,9 +539,13 @@ Keep it concise and dramatic.`;
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  const shoutTargets = actor instanceof NPC
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  ? listeners.filter(r => r === player)
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  : listeners;
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+ const shoutCrowd = this.crowdNote(shoutTargets);
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  for (const recipient of shoutTargets) {
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  const band = voiceBandFor(actorDistanceMeters(this, actor, recipient));
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- void recipient.hear(actor, `${message}${voiceTag(band)}`, { broadcast: true });
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+ // The crowd note goes LAST, after the voice tag: both are system
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+ // dressing, and the tag describes the words while the note
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+ // describes the room.
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+ void recipient.hear(actor, `${message}${voiceTag(band)}${recipient instanceof NPC ? shoutCrowd : ''}`, { broadcast: true });
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  }
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  }
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  addExit(direction, targetRoom, keyItemOrSolution) {
@@ -1 +1 @@
1
- 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@@ -0,0 +1,108 @@
1
+ /**
2
+ * SR5e RESONANCE ACTIONS (core p.250) -- the technomancer's own action
3
+ * list, and the Resonance-side counterpart to the Matrix actions every
4
+ * other decker shares.
5
+ *
6
+ * WHY THIS IS A TABLE AND NOT SEVEN STRINGS IN SEVEN FILES.
7
+ *
8
+ * Backlog item SoopwuTFBwayCGhM9 ("check page 250 for resonance
9
+ * actions, right now we have several missing") could only be ANSWERED
10
+ * by laying the book's list beside the game's verbs -- and once that
11
+ * comparison exists, leaving it in a commit message means the next
12
+ * person re-derives it. So the comparison lives here, in the `verb`
13
+ * field, where it is machine-checkable rather than remembered.
14
+ *
15
+ * The audit that produced it, in one line each:
16
+ * present -- Compile, Decompile, Register, Thread (already built)
17
+ * present -- COMMAND SPRITE, via the generic `order` verb. This one
18
+ * nearly got filed as missing: order.ts picks out of
19
+ * `game.companions` with no kind filter, so it has always
20
+ * reached sprites. A "missing" feature that already
21
+ * exists gets built twice and the second one wins quietly.
22
+ * built -- KILL COMPLEX FORM, added as `unravel` against this
23
+ * audit (see unravel.ts).
24
+ * built -- CALL/DISMISS SPRITE, added on `recall` by the
25
+ * sprite-lifecycle work, which imports `name` and
26
+ * `actionType` from here rather than restating them.
27
+ *
28
+ * ALL SEVEN NOW HAVE VERBS, so the audit's missing set is empty. That
29
+ * is the finished state, not an absent check -- see the note in
30
+ * resonance-actions.test.ts about what the tripwire proves once it
31
+ * empties, because an empty expectation is indistinguishable from one
32
+ * that never asserted anything.
33
+ *
34
+ * `verb` IS THE AUDIT, AND IT IS CHECKED: resonance-actions.test.ts
35
+ * asserts that every verb named here is really registered in game.ts.
36
+ * Write a verb that does not exist and the suite fails.
37
+ *
38
+ * WHAT IT DOES NOT CATCH, stated plainly because a comment claiming a
39
+ * guarantee the test does not give is worse than no comment: nothing
40
+ * detects "somebody implemented Kill Complex Form and forgot to fill in
41
+ * its verb". No property of a command's NAME proves which canon action
42
+ * it implements -- an early version of the test tried to guess one from
43
+ * the other and immediately produced a false positive (`call` is
44
+ * registered, as the PHONE command, nothing to do with sprites). What
45
+ * the suite does instead is pin the missing set exactly, so changing it
46
+ * is a conscious edit rather than a silent drift.
47
+ *
48
+ * CITATIONS ARE FIRST-CLASS. Every action type and Test line below was
49
+ * pinned individually against the rulebooks rather than read off one
50
+ * contents-page retrieval, because the failure mode this table exists
51
+ * to prevent is a plausible-sounding invented mechanic. Where canon
52
+ * could not be confirmed the field is LEFT EMPTY -- see `actionType`.
53
+ */
54
+ /** Which verb, if any, reaches this action in the game today.
55
+ *
56
+ * `undefined` means NOT IMPLEMENTED, and is asserted as such. When a
57
+ * missing action is built, filling this in is the one edit needed --
58
+ * and the suite will demand it, because an unimplemented entry whose
59
+ * verb suddenly resolves is a table that has gone stale. */
60
+ export type ResonanceVerb = string | undefined;
61
+ export interface IResonanceAction {
62
+ key: string;
63
+ /** The book's own name for the action, verbatim from p.250. This is
64
+ * the string every surface must render -- imported, never retyped
65
+ * (backlog-session-2 imports it for the Call/Dismiss verb). */
66
+ name: string;
67
+ /**
68
+ * SR5e action type, verbatim.
69
+ *
70
+ * OPTIONAL ON PURPOSE, and the reason is worth keeping: this field
71
+ * was very nearly shipped `undefined` for Register Sprite on the
72
+ * strength of one retrieval that did not happen to include it. A
73
+ * targeted second query returned "Register Sprite (Complex Action)"
74
+ * from the section heading itself. All seven are confirmed today --
75
+ * but the field stays optional so that the NEXT action added here can
76
+ * be honest about a gap instead of guessing, which is the same rule
77
+ * the sprite powers follow.
78
+ */
79
+ actionType?: 'Simple' | 'Complex';
80
+ /** The book's Test line, verbatim. `undefined` where the book itself
81
+ * gives none -- the two Simple actions genuinely print "Test: n/a",
82
+ * which is canon saying "no roll", not canon being unavailable. */
83
+ test?: string;
84
+ /** What it does, in one line, for a player reading a list. */
85
+ effect: string;
86
+ /** See ResonanceVerb. */
87
+ verb: ResonanceVerb;
88
+ /** SR5e core page. */
89
+ page: string;
90
+ }
91
+ /**
92
+ * All seven, in the book's own alphabetical order (p.250).
93
+ *
94
+ * Kept in canon order rather than "implemented first" order so that
95
+ * comparing this against the page is a straight read down the column --
96
+ * which is exactly the check the backlog item asked for, and a check
97
+ * nobody will run again if it needs re-sorting first.
98
+ */
99
+ export declare const RESONANCE_ACTIONS: IResonanceAction[];
100
+ /** The book's list, for a caller that wants the canon side alone. */
101
+ export declare const RESONANCE_ACTION_NAMES: string[];
102
+ /** Look one up by key. Used by the surfaces that render a single
103
+ * action's name and type rather than the whole table. */
104
+ export declare function resonanceAction(key: string): IResonanceAction | undefined;
105
+ /** The canon actions this game does NOT yet reach with any verb.
106
+ *
107
+ * The backlog item's actual question, answerable in code. */
108
+ export declare function unimplementedResonanceActions(): IResonanceAction[];
@@ -0,0 +1,186 @@
1
+ /**
2
+ * SR5e RESONANCE ACTIONS (core p.250) -- the technomancer's own action
3
+ * list, and the Resonance-side counterpart to the Matrix actions every
4
+ * other decker shares.
5
+ *
6
+ * WHY THIS IS A TABLE AND NOT SEVEN STRINGS IN SEVEN FILES.
7
+ *
8
+ * Backlog item SoopwuTFBwayCGhM9 ("check page 250 for resonance
9
+ * actions, right now we have several missing") could only be ANSWERED
10
+ * by laying the book's list beside the game's verbs -- and once that
11
+ * comparison exists, leaving it in a commit message means the next
12
+ * person re-derives it. So the comparison lives here, in the `verb`
13
+ * field, where it is machine-checkable rather than remembered.
14
+ *
15
+ * The audit that produced it, in one line each:
16
+ * present -- Compile, Decompile, Register, Thread (already built)
17
+ * present -- COMMAND SPRITE, via the generic `order` verb. This one
18
+ * nearly got filed as missing: order.ts picks out of
19
+ * `game.companions` with no kind filter, so it has always
20
+ * reached sprites. A "missing" feature that already
21
+ * exists gets built twice and the second one wins quietly.
22
+ * built -- KILL COMPLEX FORM, added as `unravel` against this
23
+ * audit (see unravel.ts).
24
+ * built -- CALL/DISMISS SPRITE, added on `recall` by the
25
+ * sprite-lifecycle work, which imports `name` and
26
+ * `actionType` from here rather than restating them.
27
+ *
28
+ * ALL SEVEN NOW HAVE VERBS, so the audit's missing set is empty. That
29
+ * is the finished state, not an absent check -- see the note in
30
+ * resonance-actions.test.ts about what the tripwire proves once it
31
+ * empties, because an empty expectation is indistinguishable from one
32
+ * that never asserted anything.
33
+ *
34
+ * `verb` IS THE AUDIT, AND IT IS CHECKED: resonance-actions.test.ts
35
+ * asserts that every verb named here is really registered in game.ts.
36
+ * Write a verb that does not exist and the suite fails.
37
+ *
38
+ * WHAT IT DOES NOT CATCH, stated plainly because a comment claiming a
39
+ * guarantee the test does not give is worse than no comment: nothing
40
+ * detects "somebody implemented Kill Complex Form and forgot to fill in
41
+ * its verb". No property of a command's NAME proves which canon action
42
+ * it implements -- an early version of the test tried to guess one from
43
+ * the other and immediately produced a false positive (`call` is
44
+ * registered, as the PHONE command, nothing to do with sprites). What
45
+ * the suite does instead is pin the missing set exactly, so changing it
46
+ * is a conscious edit rather than a silent drift.
47
+ *
48
+ * CITATIONS ARE FIRST-CLASS. Every action type and Test line below was
49
+ * pinned individually against the rulebooks rather than read off one
50
+ * contents-page retrieval, because the failure mode this table exists
51
+ * to prevent is a plausible-sounding invented mechanic. Where canon
52
+ * could not be confirmed the field is LEFT EMPTY -- see `actionType`.
53
+ */
54
+ /**
55
+ * All seven, in the book's own alphabetical order (p.250).
56
+ *
57
+ * Kept in canon order rather than "implemented first" order so that
58
+ * comparing this against the page is a straight read down the column --
59
+ * which is exactly the check the backlog item asked for, and a check
60
+ * nobody will run again if it needs re-sorting first.
61
+ */
62
+ export const RESONANCE_ACTIONS = [
63
+ {
64
+ key: 'call-dismiss-sprite',
65
+ name: 'Call/Dismiss Sprite',
66
+ actionType: 'Simple',
67
+ // Canon prints "Test: n/a" -- no roll, and no Fading either. That
68
+ // is what makes it a state transition rather than a gamble, and it
69
+ // is why the verb belongs with the registered-sprite store.
70
+ test: undefined,
71
+ effect: 'Call a registered sprite waiting in the Resonance (it arrives at the start of the next Combat Turn), or send one back -- releasing any tasks it still owes you.',
72
+ // OWNED BY backlog-session-2 (sprite lifecycle). Coordinator split
73
+ // this action deliberately: the verb and its state are theirs, the
74
+ // catalogue entry is this table's. They import `name` and
75
+ // `actionType` from here rather than writing a second copy that
76
+ // agrees today and drifts on the first edit.
77
+ //
78
+ // IMPLEMENTED on `recall`, not `call`: `call` is CallCommand, the
79
+ // phone, so claiming it would have cost a technomancer the ability
80
+ // to ring their fixer. `recall` already meant "bring my thing home
81
+ // to me" for drones and agents, and it was also LYING to
82
+ // technomancers -- "Nothing of yours is in the air" with a sprite
83
+ // standing there -- so one verb fixed the falsehood and the missing
84
+ // action together. Bare "recall" only CALLS; dismissing has to be
85
+ // asked for by name, because p.250 releases every task owed.
86
+ verb: 'recall',
87
+ page: 'p.250',
88
+ },
89
+ {
90
+ key: 'command-sprite',
91
+ name: 'Command Sprite',
92
+ actionType: 'Simple',
93
+ test: undefined,
94
+ effect: 'Tell a sprite to do something for you, spending one of its tasks.',
95
+ // ALREADY IMPLEMENTED, and the reason this table has a `verb`
96
+ // column at all. `order <sprite> <command>` has always worked:
97
+ // OrderCommand selects from game.companions with no kind filter,
98
+ // and a sprite is a companion of kind 'sprite' (game.ts). Verified
99
+ // by test, not by reading.
100
+ verb: 'order',
101
+ page: 'p.250',
102
+ },
103
+ {
104
+ key: 'compile-sprite',
105
+ name: 'Compile Sprite',
106
+ actionType: 'Complex',
107
+ test: 'Compiling + Resonance [Level] v. Sprite Level',
108
+ effect: 'Thread a sprite out of raw Resonance. Net hits become its tasks; Fading follows.',
109
+ verb: 'compile',
110
+ page: 'p.250',
111
+ },
112
+ {
113
+ key: 'decompile-sprite',
114
+ name: 'Decompile Sprite',
115
+ actionType: 'Complex',
116
+ // DECOMPILING, a separate skill from Compiling (p.143). Recorded
117
+ // verbatim because the distinction is load-bearing and was being
118
+ // lost: the game rolled `compiling` for decompiling in one place,
119
+ // which backlog-session-2 is fixing against this citation.
120
+ test: 'Decompiling + Resonance [Level] v. Sprite Rating (+ compiler\'s Resonance)',
121
+ effect: 'Unravel a sprite thread by thread -- your own, or a hostile construct on the grid.',
122
+ verb: 'decompile',
123
+ page: 'p.250',
124
+ },
125
+ {
126
+ key: 'kill-complex-form',
127
+ name: 'Kill Complex Form',
128
+ actionType: 'Complex',
129
+ test: 'Software + Resonance [Level] v. Complex Form Level + Resonance',
130
+ effect: 'End a complex form another technomancer is sustaining, without asking. Net hits eat the original threading hits; reach zero and it collapses. You resist Fading as though you had threaded it yourself.',
131
+ // BUILT (unravel.ts). The game already knew this hole was here:
132
+ // dispel.ts refuses counterspelling against Resonance with a
133
+ // deliberate, correct line ("What's woven around X isn't mana --
134
+ // it's RESONANCE"), naming a gap it had no route to fill. That
135
+ // refusal now points at a real verb.
136
+ //
137
+ // Reaches nothing in a SOLO game today -- not because the route is
138
+ // closed but because it is GATED. An NPC can reach ThreadCommand
139
+ // via `order` (NPC.runCommand parses the same registry), and is
140
+ // refused by its isTechnomancer() check. No NPC is a technomancer
141
+ // today, so none holds a form and a solo runner meets no weave to
142
+ // cut. Live on shared runs, and implemented against any form-holder
143
+ // so it comes alive through the existing path the day one exists.
144
+ // Recorded here because a verb whose target class is thin should
145
+ // say so somewhere durable -- and because "impossible" and "gated"
146
+ // imply very different costs for that feature. See unravel.ts for
147
+ // the full writer set, and for why a name-grep misses one of them.
148
+ verb: 'unravel',
149
+ page: 'p.250',
150
+ },
151
+ {
152
+ key: 'register-sprite',
153
+ name: 'Register Sprite',
154
+ actionType: 'Complex',
155
+ test: 'Registering + Resonance [Level] v. Sprite Level x 2',
156
+ effect: 'Bind a compiled sprite permanently: it gains tasks, survives travel, and rides your save.',
157
+ verb: 'register',
158
+ page: 'p.250',
159
+ },
160
+ {
161
+ key: 'thread-complex-form',
162
+ name: 'Thread Complex Form',
163
+ actionType: 'Complex',
164
+ // "v. special" is the book's own wording -- the opposition depends
165
+ // on the form being threaded. Left verbatim rather than expanded,
166
+ // because expanding it here would be inventing a number.
167
+ test: 'Software + Resonance [Level] v. special',
168
+ effect: 'Weave a complex form out of the Resonance, instant or sustained.',
169
+ verb: 'thread',
170
+ page: 'p.250',
171
+ },
172
+ ];
173
+ /** The book's list, for a caller that wants the canon side alone. */
174
+ export const RESONANCE_ACTION_NAMES = RESONANCE_ACTIONS.map(a => a.name);
175
+ /** Look one up by key. Used by the surfaces that render a single
176
+ * action's name and type rather than the whole table. */
177
+ export function resonanceAction(key) {
178
+ return RESONANCE_ACTIONS.find(a => a.key === key);
179
+ }
180
+ /** The canon actions this game does NOT yet reach with any verb.
181
+ *
182
+ * The backlog item's actual question, answerable in code. */
183
+ export function unimplementedResonanceActions() {
184
+ return RESONANCE_ACTIONS.filter(a => !a.verb);
185
+ }
186
+ //# sourceMappingURL=resonance-actions.js.map
@@ -0,0 +1 @@
1
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@@ -226,6 +226,7 @@
226
226
  "name": "Grid Vault",
227
227
  "description": "A humming server room jury-rigged into the Barrens power grid. Thick cables run from the door into matte-black server racks with no antenna in sight -- whatever lives in there doesn't talk to the wireless world.",
228
228
  "hasNode": true,
229
+ "hostRating": 9,
229
230
  "nodeAccess": "wired",
230
231
  "size": "small",
231
232
  "spots": [
@@ -299,6 +299,7 @@
299
299
  "roomType": "Shop",
300
300
  "owner": "Ratchet",
301
301
  "hasNode": true,
302
+ "hostRating": 3,
302
303
  "size": "medium",
303
304
  "spots": [
304
305
  {
@@ -474,6 +475,7 @@
474
475
  "description": "Past the door, rows of scavenged sim-couches wired into a matte-black host with no wireless presence at all -- hard lines only, the way the paranoid like it. The couch rows whisper with other people's dreams.",
475
476
  "roomType": "Den",
476
477
  "hasNode": true,
478
+ "hostRating": 5,
477
479
  "nodeAccess": "wired",
478
480
  "size": "small",
479
481
  "spots": [