@maka/maka-cli 5.67.0 → 5.69.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/bundle/typescript/package.json +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js +6 -1
- package/bundle/typescript/src/commands/game/sideQuest/archetypes.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.d.ts +30 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js +54 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/abandon.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js +4 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/ar.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js +5 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bluff.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js +12 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/bypass-command.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +28 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +105 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.d.ts +48 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js +107 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/climb.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.d.ts +39 -3
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js +89 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/companions.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.d.ts +37 -17
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js +53 -115
- package/bundle/typescript/src/commands/game/sideQuest/commands/compile.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.d.ts +55 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js +203 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/decompile.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +23 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +44 -9
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.d.ts +24 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +70 -12
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js +17 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/lock.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +12 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +12 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js +8 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.d.ts +11 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js +107 -14
- package/bundle/typescript/src/commands/game/sideQuest/commands/move.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.js +69 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/order.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js +5 -4
- package/bundle/typescript/src/commands/game/sideQuest/commands/overwatch.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.d.ts +15 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.js +32 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/register.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +33 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.d.ts +35 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.js +108 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/sprites.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/standby.d.ts +40 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/standby.js +91 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/standby.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js +10 -11
- package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/thread.d.ts +27 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js +7 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/thread.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js +4 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/unlock.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/unravel.d.ts +57 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/unravel.js +162 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/unravel.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +12 -5
- package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +17 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js +41 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/repro-scene.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js +4 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/room-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +91 -6
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js +6 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/scene-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +135 -11
- package/bundle/typescript/src/commands/game/sideQuest/game.js +361 -30
- package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/headless-harness.d.ts +24 -12
- package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js +53 -13
- package/bundle/typescript/src/commands/game/sideQuest/headless-harness.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/item.d.ts +25 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js +31 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/item.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +98 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +98 -4
- package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +95 -4
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js +179 -20
- package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +90 -0
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js +114 -5
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/resonance-actions.d.ts +108 -0
- package/bundle/typescript/src/commands/game/sideQuest/resonance-actions.js +186 -0
- package/bundle/typescript/src/commands/game/sideQuest/resonance-actions.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +2 -0
- package/bundle/typescript/src/commands/game/sideQuest/sprite-powers.d.ts +88 -0
- package/bundle/typescript/src/commands/game/sideQuest/sprite-powers.js +137 -0
- package/bundle/typescript/src/commands/game/sideQuest/sprite-powers.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/repro.d.ts +42 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +32 -1
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/player-seed.d.ts +12 -0
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/room-seed.d.ts +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/ui.js +3 -0
- package/bundle/typescript/src/commands/game/sideQuest/ui.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js +5 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/combat-exchange.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.d.ts +41 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.js +52 -4
- package/bundle/typescript/src/commands/game/sideQuest/utilities/dice.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.d.ts +14 -2
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js +78 -7
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.d.ts +7 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.js +24 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/outdoors.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +14 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.d.ts +46 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js +90 -5
- package/bundle/typescript/src/commands/game/sideQuest/utilities/room-grid.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.d.ts +70 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js +168 -22
- package/bundle/typescript/src/commands/game/sideQuest/utilities/spots.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +83 -0
- package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
- package/package.json +1 -1
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@@ -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.
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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();
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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 ${others === 1 ? 'person' : 'people'} in earshot heard this too, and each is answering in the same moment as you -- none of you can see what the others are about to say. Say YOUR piece, in your own voice, but not the same piece: if the obvious reply is one anyone here would give, make yours specific to you instead. Two people reporting one event reads as a joke.]`;
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}
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say(actor, message) {
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// companion shell at heel uses that distinction to stay quiet (see
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// NPC.hear); targeted channels (talk/order/ask...) never set it.
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const crowd = this.crowdNote(listeners);
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for (const recipient of listeners) {
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void recipient.hear(actor, recipient instanceof NPC ? `${message}${crowd}` : message, { broadcast: true });
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}
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return;
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}
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|
const local = listeners.filter(r => {
|
|
@@ -414,8 +517,10 @@ Keep it concise and dramatic.`;
|
|
|
414
517
|
return rs === undefined || rs === speakerSpot;
|
|
415
518
|
});
|
|
416
519
|
if (local.length > 0) {
|
|
417
|
-
|
|
418
|
-
|
|
520
|
+
const crowd = this.crowdNote(local);
|
|
521
|
+
for (const recipient of local) {
|
|
522
|
+
void recipient.hear(actor, recipient instanceof NPC ? `${message}${crowd}` : message, { broadcast: true });
|
|
523
|
+
}
|
|
419
524
|
return;
|
|
420
525
|
}
|
|
421
526
|
// VOICE RANGE (spatial pass 2026-08-25): how hard you have to work
|
|
@@ -434,9 +539,13 @@ Keep it concise and dramatic.`;
|
|
|
434
539
|
const shoutTargets = actor instanceof NPC
|
|
435
540
|
? listeners.filter(r => r === player)
|
|
436
541
|
: listeners;
|
|
542
|
+
const shoutCrowd = this.crowdNote(shoutTargets);
|
|
437
543
|
for (const recipient of shoutTargets) {
|
|
438
544
|
const band = voiceBandFor(actorDistanceMeters(this, actor, recipient));
|
|
439
|
-
|
|
545
|
+
// The crowd note goes LAST, after the voice tag: both are system
|
|
546
|
+
// dressing, and the tag describes the words while the note
|
|
547
|
+
// describes the room.
|
|
548
|
+
void recipient.hear(actor, `${message}${voiceTag(band)}${recipient instanceof NPC ? shoutCrowd : ''}`, { broadcast: true });
|
|
440
549
|
}
|
|
441
550
|
}
|
|
442
551
|
addExit(direction, targetRoom, keyItemOrSolution) {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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1
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+
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/**
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* SR5e RESONANCE ACTIONS (core p.250) -- the technomancer's own action
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* list, and the Resonance-side counterpart to the Matrix actions every
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* other decker shares.
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*
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* WHY THIS IS A TABLE AND NOT SEVEN STRINGS IN SEVEN FILES.
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*
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8
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* Backlog item SoopwuTFBwayCGhM9 ("check page 250 for resonance
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* actions, right now we have several missing") could only be ANSWERED
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* by laying the book's list beside the game's verbs -- and once that
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* comparison exists, leaving it in a commit message means the next
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* person re-derives it. So the comparison lives here, in the `verb`
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* field, where it is machine-checkable rather than remembered.
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*
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15
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* The audit that produced it, in one line each:
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16
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* present -- Compile, Decompile, Register, Thread (already built)
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* present -- COMMAND SPRITE, via the generic `order` verb. This one
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18
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* nearly got filed as missing: order.ts picks out of
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19
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* `game.companions` with no kind filter, so it has always
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20
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* reached sprites. A "missing" feature that already
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21
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* exists gets built twice and the second one wins quietly.
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* built -- KILL COMPLEX FORM, added as `unravel` against this
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* audit (see unravel.ts).
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24
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* built -- CALL/DISMISS SPRITE, added on `recall` by the
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25
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* sprite-lifecycle work, which imports `name` and
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26
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* `actionType` from here rather than restating them.
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27
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*
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28
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* ALL SEVEN NOW HAVE VERBS, so the audit's missing set is empty. That
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29
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* is the finished state, not an absent check -- see the note in
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30
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* resonance-actions.test.ts about what the tripwire proves once it
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31
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* empties, because an empty expectation is indistinguishable from one
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32
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* that never asserted anything.
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33
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+
*
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34
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+
* `verb` IS THE AUDIT, AND IT IS CHECKED: resonance-actions.test.ts
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35
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* asserts that every verb named here is really registered in game.ts.
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36
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+
* Write a verb that does not exist and the suite fails.
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37
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+
*
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38
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+
* WHAT IT DOES NOT CATCH, stated plainly because a comment claiming a
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39
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+
* guarantee the test does not give is worse than no comment: nothing
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40
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+
* detects "somebody implemented Kill Complex Form and forgot to fill in
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41
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* its verb". No property of a command's NAME proves which canon action
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42
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* it implements -- an early version of the test tried to guess one from
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43
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* the other and immediately produced a false positive (`call` is
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44
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+
* registered, as the PHONE command, nothing to do with sprites). What
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45
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+
* the suite does instead is pin the missing set exactly, so changing it
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46
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+
* is a conscious edit rather than a silent drift.
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47
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+
*
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48
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+
* CITATIONS ARE FIRST-CLASS. Every action type and Test line below was
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49
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+
* pinned individually against the rulebooks rather than read off one
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50
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+
* contents-page retrieval, because the failure mode this table exists
|
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51
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+
* to prevent is a plausible-sounding invented mechanic. Where canon
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52
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+
* could not be confirmed the field is LEFT EMPTY -- see `actionType`.
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53
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+
*/
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54
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+
/** Which verb, if any, reaches this action in the game today.
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55
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+
*
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56
|
+
* `undefined` means NOT IMPLEMENTED, and is asserted as such. When a
|
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57
|
+
* missing action is built, filling this in is the one edit needed --
|
|
58
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+
* and the suite will demand it, because an unimplemented entry whose
|
|
59
|
+
* verb suddenly resolves is a table that has gone stale. */
|
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60
|
+
export type ResonanceVerb = string | undefined;
|
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61
|
+
export interface IResonanceAction {
|
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62
|
+
key: string;
|
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63
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+
/** The book's own name for the action, verbatim from p.250. This is
|
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64
|
+
* the string every surface must render -- imported, never retyped
|
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65
|
+
* (backlog-session-2 imports it for the Call/Dismiss verb). */
|
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66
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+
name: string;
|
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67
|
+
/**
|
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68
|
+
* SR5e action type, verbatim.
|
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69
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+
*
|
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70
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+
* OPTIONAL ON PURPOSE, and the reason is worth keeping: this field
|
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71
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+
* was very nearly shipped `undefined` for Register Sprite on the
|
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72
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+
* strength of one retrieval that did not happen to include it. A
|
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73
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+
* targeted second query returned "Register Sprite (Complex Action)"
|
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74
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+
* from the section heading itself. All seven are confirmed today --
|
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75
|
+
* but the field stays optional so that the NEXT action added here can
|
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76
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+
* be honest about a gap instead of guessing, which is the same rule
|
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77
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+
* 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. */
|
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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
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+
*
|
|
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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"name": "Grid Vault",
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"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.",
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"hasNode": true,
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"hostRating": 9,
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"nodeAccess": "wired",
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"size": "small",
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"spots": [
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"roomType": "Shop",
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"owner": "Ratchet",
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"hasNode": true,
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"hostRating": 3,
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"size": "medium",
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"spots": [
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{
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@@ -474,6 +475,7 @@
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"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.",
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"roomType": "Den",
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"hasNode": true,
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"hostRating": 5,
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"nodeAccess": "wired",
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"size": "small",
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"spots": [
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