@maka/maka-cli 5.83.0 → 5.85.0

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Files changed (81) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/call.d.ts +0 -28
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +1 -41
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js +7 -0
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/cast.js.map +1 -1
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +3 -0
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +62 -4
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.d.ts +53 -0
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js +158 -0
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/heal.js.map +1 -0
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js +16 -1
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/job-offer.js.map +1 -1
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +13 -5
  16. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  17. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +9 -6
  18. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js.map +1 -1
  19. package/bundle/typescript/src/commands/game/sideQuest/commands/sustain.d.ts +12 -0
  20. package/bundle/typescript/src/commands/game/sideQuest/commands/sustain.js +52 -2
  21. package/bundle/typescript/src/commands/game/sideQuest/commands/sustain.js.map +1 -1
  22. package/bundle/typescript/src/commands/game/sideQuest/commands/use.d.ts +17 -11
  23. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js +45 -32
  24. package/bundle/typescript/src/commands/game/sideQuest/commands/use.js.map +1 -1
  25. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.d.ts +34 -1
  26. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js +84 -6
  27. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-chunks.js.map +1 -1
  28. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.d.ts +9 -2
  29. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js +12 -5
  30. package/bundle/typescript/src/commands/game/sideQuest/factories/scene-seed-generator.js.map +1 -1
  31. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +22 -0
  32. package/bundle/typescript/src/commands/game/sideQuest/game.js +148 -7
  33. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  34. package/bundle/typescript/src/commands/game/sideQuest/models/npc.d.ts +11 -0
  35. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js +86 -16
  36. package/bundle/typescript/src/commands/game/sideQuest/models/npc.js.map +1 -1
  37. package/bundle/typescript/src/commands/game/sideQuest/models/player.d.ts +16 -0
  38. package/bundle/typescript/src/commands/game/sideQuest/models/player.js +23 -0
  39. package/bundle/typescript/src/commands/game/sideQuest/models/player.js.map +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/types/save-file.d.ts +8 -0
  41. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-vocab.js +6 -0
  42. package/bundle/typescript/src/commands/game/sideQuest/utilities/backlog-vocab.js.map +1 -1
  43. package/bundle/typescript/src/commands/game/sideQuest/utilities/bystander.d.ts +17 -0
  44. package/bundle/typescript/src/commands/game/sideQuest/utilities/bystander.js +123 -0
  45. package/bundle/typescript/src/commands/game/sideQuest/utilities/bystander.js.map +1 -0
  46. package/bundle/typescript/src/commands/game/sideQuest/utilities/ephemeral.d.ts +116 -0
  47. package/bundle/typescript/src/commands/game/sideQuest/utilities/ephemeral.js +96 -0
  48. package/bundle/typescript/src/commands/game/sideQuest/utilities/ephemeral.js.map +1 -0
  49. package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.d.ts +124 -0
  50. package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js +209 -0
  51. package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js.map +1 -0
  52. package/bundle/typescript/src/commands/game/sideQuest/utilities/meet-location.d.ts +37 -0
  53. package/bundle/typescript/src/commands/game/sideQuest/utilities/meet-location.js +51 -0
  54. package/bundle/typescript/src/commands/game/sideQuest/utilities/meet-location.js.map +1 -0
  55. package/bundle/typescript/src/commands/game/sideQuest/utilities/perception.d.ts +76 -0
  56. package/bundle/typescript/src/commands/game/sideQuest/utilities/perception.js +84 -0
  57. package/bundle/typescript/src/commands/game/sideQuest/utilities/perception.js.map +1 -0
  58. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js +9 -0
  59. package/bundle/typescript/src/commands/game/sideQuest/utilities/persistence.js.map +1 -1
  60. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.d.ts +57 -0
  61. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +121 -16
  62. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js.map +1 -1
  63. package/bundle/typescript/src/commands/game/sideQuest/utilities/presence-gate.d.ts +21 -0
  64. package/bundle/typescript/src/commands/game/sideQuest/utilities/presence-gate.js +28 -0
  65. package/bundle/typescript/src/commands/game/sideQuest/utilities/presence-gate.js.map +1 -0
  66. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.d.ts +75 -0
  67. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js +121 -10
  68. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js.map +1 -1
  69. package/bundle/typescript/src/commands/game/sideQuest/utilities/sin.d.ts +10 -0
  70. package/bundle/typescript/src/commands/game/sideQuest/utilities/sin.js +55 -0
  71. package/bundle/typescript/src/commands/game/sideQuest/utilities/sin.js.map +1 -1
  72. package/bundle/typescript/src/commands/game/sideQuest/utilities/street-gang.d.ts +17 -0
  73. package/bundle/typescript/src/commands/game/sideQuest/utilities/street-gang.js +139 -0
  74. package/bundle/typescript/src/commands/game/sideQuest/utilities/street-gang.js.map +1 -0
  75. package/bundle/typescript/src/commands/game/sideQuest/utilities/web-character-generator.js +9 -1
  76. package/bundle/typescript/src/commands/game/sideQuest/utilities/web-character-generator.js.map +1 -1
  77. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js +3 -1
  78. package/bundle/typescript/src/commands/game/sideQuest.sub.cmd.js.map +1 -1
  79. package/bundle/typescript/src/commands/testCmd/mocha.sub.cmd.js +46 -44
  80. package/bundle/typescript/src/commands/testCmd/mocha.sub.cmd.js.map +1 -1
  81. package/package.json +1 -1
@@ -0,0 +1,96 @@
1
+ import { NPC } from '../models/npc.js';
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+ import { Logger } from './logger.js';
3
+ import { CommandRegistry } from '../commands/command-registry.js';
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+ /**
5
+ * Bring one into the world. Returns the NPC, or null when the name is
6
+ * already taken -- the same refusal spawnCompanionShell makes, and for
7
+ * the same reason: two actors answering to one name is a bug nobody can
8
+ * see until a command picks the wrong one.
9
+ */
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+ export function spawnEphemeral(host, opts) {
11
+ if (host.scene.getActor(opts.name)) {
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+ Logger.getInstance().write(`spawnEphemeral: name "${opts.name}" already in scene -- refusing.`);
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+ return null;
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+ }
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+ const npc = new NPC({
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+ dialog: [],
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+ description: opts.description,
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+ playerConstructorConfig: { playerName: opts.name, startLocation: opts.room, combat: opts.combat },
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+ }, new CommandRegistry(host.scene));
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+ npc.plane = 'meat';
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+ // NOT allyOf, and NOT companionKind: an ephemeral belongs to nobody
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+ // and is on no roster. Those two fields are what make a companion
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+ // persist, follow, and take orders.
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+ npc.ephemeral = { kind: opts.kind, until: opts.until, roomName: opts.room.name };
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+ host.scene.addActor(npc);
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+ host.scene.setCharacterLocation(npc, opts.room.name);
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+ npc.scene = host.scene;
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+ host.ephemerals.set(opts.name, npc.ephemeral);
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+ Logger.getInstance().write(`Ephemeral spawned: ${opts.name} (${opts.kind}, until ${opts.until}) in ${opts.room.name}.`);
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+ return npc;
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+ }
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+ /**
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+ * Remove every ephemeral whose scope has ended.
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+ *
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+ * WHY NO SAVE HOOK IS NEEDED HERE, which is the ruling's reasoning and
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+ * has to be true at exactly this line: ephemerals are never written to
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+ * the save file, so there is nothing to reconcile on load. The obvious
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+ * worry -- a save landing mid-fight, resurrecting a dead mob or erasing
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+ * a live one -- is already answered upstream: requestSave's guards only
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+ * write at safe beats and a fight is not one. So a load never sees a
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+ * half-finished ephemeral, and this function is the only thing that
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+ * ever ends one.
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+ *
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+ * Returns the names removed, so a caller can say so once.
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+ */
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+ export function despawnEphemerals(host, opts) {
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+ const removed = [];
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+ for (const [name, mark] of [...host.ephemerals]) {
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+ const ended = opts.all
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+ ? true
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+ : mark.until === 'fight'
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+ ? opts.fightActive === false
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+ // exchange- and room-scoped bodies both end when the player
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+ // leaves: a walkout IS the end of the conversation.
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+ : opts.playerRoomName !== undefined && opts.playerRoomName !== mark.roomName;
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+ if (!ended)
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+ continue;
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+ if (host.scene.getActor(name) instanceof NPC)
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+ host.scene.removeActor(name);
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+ host.ephemerals.delete(name);
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+ removed.push(name);
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+ }
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+ if (removed.length > 0) {
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+ Logger.getInstance().write(`Ephemerals despawned: ${removed.join(', ')}.`);
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+ }
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+ return removed;
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+ }
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+ /**
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+ * The two denials that make an ephemeral disposable, as prompt text.
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+ *
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+ * FULL LENGTH, DELIBERATELY. Everything else in an ephemeral's brief is
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+ * trimmed hard -- no command help, no objective, no payout, no client,
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+ * no wares, no history -- but the honesty pins are not where the budget
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+ * gets saved. They are the majority of what remains precisely because
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+ * the rest went, and trimming a denial is the exact economy that
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+ * reintroduces the bug the denial exists to prevent. A shorter pin does
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+ * not produce a shorter answer; it produces a confident wrong one.
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+ */
79
+ export function ephemeralDenials(role) {
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+ return `
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+ YOU ARE A PASSING FACE, NOT A CHARACTER IN ANYONE'S STORY. You are ${role} -- here for
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+ this moment and no longer. You know nothing about any job, run, client, employer,
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+ objective, payout, or what these people are doing in this district beyond what is
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+ happening in front of you right now. You have no opinion about their business because you
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+ do not know they have any. If someone raises a job, a Johnson, a target, or a score, you
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+ have no idea what they are talking about and no curiosity about it -- that is somebody
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+ else's world and you are not in it.
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+
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+ YOU CANNOT PROMISE, SELL, HIRE, OR HAND OVER ANYTHING. You quote no prices, offer no work,
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+ carry no goods to trade, and make no arrangements for later -- no favors owed, no "come
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+ find me", no meeting tomorrow. You will not be here tomorrow. Anything you agreed to would
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+ be an obligation nobody in the world can honor, and the person who trusted it would be
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+ worse off for having met you. If pressed for any of it, say plainly that it is not yours
94
+ to give and point them at whoever actually handles such things.`;
95
+ }
96
+ //# sourceMappingURL=ephemeral.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,124 @@
1
+ import type { Player } from '../models/player.js';
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+ import type { Item } from '../models/item.js';
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+ import { IDiceRoll } from './dice.js';
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+ /**
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+ * FIRST AID (SR5 core p.205-206, with the gear rules at p.208/p.450).
6
+ *
7
+ * The engine already HAD a first-aid roll -- buried inside `use <medkit>`
8
+ * -- and it was wrong in a family rather than in one place, which is why
9
+ * this module exists at all. Every deviation below was measured against
10
+ * the book before it was touched:
11
+ *
12
+ * canon engine, before this module
13
+ * ----------------------------------- ---------------------------------
14
+ * threshold 2, NET hits heal a box hits + 1 + quality: an all-miss
15
+ * roll still closed a box
16
+ * max healed = First Aid RATING no cap at all -- kit quality was
17
+ * the only thing that scaled
18
+ * [Mental] limit (+ medkit rating) no limit applied to the roll
19
+ * once per set of wounds spammable
20
+ * treats Stun OR Physical physical only
21
+ * critical glitch: +1D3 boxes no glitch consequence
22
+ * not after magical healing no interaction with the spell
23
+ *
24
+ * The single most load-bearing consequence, and the reason this is worth
25
+ * doing: the RATING CAP inverts who is good at medicine. Before, an
26
+ * unskilled runner with an expensive kit out-healed a trained medic with
27
+ * a cheap one. Canon says the skill is the ceiling and the gear is the
28
+ * help -- medics matter.
29
+ *
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+ * TWO ENGINE MAPPINGS, labelled as such (the ic.ts / astralMoveBudget
31
+ * house style: canon fixes the ratio, the unit is ours):
32
+ *
33
+ * 1. MEDKIT RATING. Canon rates medkits 1-6. This engine rates all gear
34
+ * on one Common..MilitaryGrade tier (Item.qualityBonus, 0-4), because
35
+ * gear tier is the whole progression system. So kit Rating is
36
+ * `qualityBonus + 1`: a common kit is Rating 1, a milspec one Rating
37
+ * 5. The +1 is not decoration -- a Rating 0 kit would heal nothing in
38
+ * an untrained hand, and canon has no Rating 0 medkit.
39
+ *
40
+ * 2. WIRELESS. p.208 gives a wireless kit a dice bonus; p.450 gives the
41
+ * rating to the limit. This engine has no per-item wireless toggle,
42
+ * and the Sixth World default is wireless-on, so kits are treated as
43
+ * wireless and BOTH apply -- which is exactly what p.208's own worked
44
+ * example does (Mental 6 + medkit 4 = limit 10).
45
+ *
46
+ * NOT MODELLED, deliberately, and each one is engine-lacks-the-noun
47
+ * rather than a rule we disagree with:
48
+ *
49
+ * - "within 1 hour of the damage" (p.205). sideQuest has no elapsed
50
+ * game clock -- see the same note in planes.ts -- so there is no
51
+ * "when" to compare against. The once-per-set-of-wounds lock below
52
+ * carries the anti-spam intent that the hour was there to serve.
53
+ * - "Complex Action, one per Combat Turn per box" (p.206). The engine
54
+ * has no action budget; combat is exchange-based and no verb spends
55
+ * an action. Importing canon's PERMISSION to heal mid-fight without
56
+ * its PRICE is a real gap, and it is called out in heal.ts.
57
+ */
58
+ export declare const FIRST_AID_THRESHOLD = 2;
59
+ export type WoundTrack = 'physical' | 'stun';
60
+ export interface IFirstAidResult {
61
+ roll: IDiceRoll;
62
+ /** Boxes actually closed (0 on a failure or a critical glitch). */
63
+ healed: number;
64
+ /** Boxes ADDED by a critical glitch (p.206). */
65
+ worsened: number;
66
+ /** Hits over the threshold, before the cap and before armor. */
67
+ netHits: number;
68
+ /** The rating cap that applied -- skill, or kit rating if untrained. */
69
+ cap: number;
70
+ capBound: boolean;
71
+ halvedByArmor: boolean;
72
+ track: WoundTrack;
73
+ }
74
+ /**
75
+ * Canon rates medkits 1-6; this engine rates gear 0-4. See mapping 1 in
76
+ * the file header -- the +1 keeps a common kit useful in untrained hands.
77
+ */
78
+ export declare function medkitRating(kit?: Item): number;
79
+ /**
80
+ * The ceiling on boxes (p.205: "the maximum damage healable with the
81
+ * First Aid skill is equal to the skill's rating").
82
+ *
83
+ * Defaulting would make that ceiling ZERO -- the skill rating is 0, so a
84
+ * bare-handed amateur heals nothing however well they roll. p.208 is what
85
+ * rescues the untrained case: with a kit, "she can still make an
86
+ * untrained First Aid test using her Logic attribute minus 1 die and the
87
+ * device's rating IN PLACE OF her First Aid skill". The kit stands in for
88
+ * the skill, so it stands in as the cap too.
89
+ */
90
+ export declare function firstAidCap(medic: Player, kit?: Item): number;
91
+ /**
92
+ * First Aid + Logic (p.205), defaulting at Logic - 1 (p.130), plus the
93
+ * wireless kit's rating as dice (p.208) -- but only ONCE: when untrained
94
+ * the rating is already standing in for the skill, so adding the wireless
95
+ * bonus on top would pay the same kit twice.
96
+ *
97
+ * Quick Healer (p.77) and the medic's OWN wound modifiers (p.205 sends
98
+ * you to the Healing Modifiers table, and your own penalties travel with
99
+ * you) ride on top. Floored at 1: SR5 never rolls a zero pool.
100
+ */
101
+ export declare function firstAidPool(medic: Player, kit?: Item): number;
102
+ /** [Mental], plus the kit's rating (p.208's worked example: 6 + 4 = 10). */
103
+ export declare function firstAidLimit(medic: Player, kit?: Item): number;
104
+ /**
105
+ * "divide the net effect in half (rounded up) if the victim being treated
106
+ * is wearing any kind of full-body armor" (p.205-206).
107
+ *
108
+ * Read off the equipped slots by name, the same duck-typing the rest of
109
+ * the gear code uses (Item.isArmor, isFence) so generated kit works
110
+ * without a schema change.
111
+ */
112
+ export declare function inFullBodyArmor(patient: Player): boolean;
113
+ /**
114
+ * Why this treatment cannot happen, or undefined if it can. Ordered so
115
+ * the most informative refusal wins: a player who is out of options
116
+ * should be told the reason that is actually blocking them.
117
+ */
118
+ export declare function firstAidRefusal(medic: Player, patient: Player, kit: Item | undefined, track: WoundTrack): string | undefined;
119
+ /**
120
+ * Runs the test and applies the outcome. Callers MUST have cleared
121
+ * firstAidRefusal first -- this function assumes the treatment is legal
122
+ * and always consumes the once-per-wounds application.
123
+ */
124
+ export declare function performFirstAid(medic: Player, patient: Player, kit: Item, track: WoundTrack): IFirstAidResult;
@@ -0,0 +1,209 @@
1
+ import { rollPool } from './dice.js';
2
+ import { mentalLimit } from './limits.js';
3
+ /**
4
+ * FIRST AID (SR5 core p.205-206, with the gear rules at p.208/p.450).
5
+ *
6
+ * The engine already HAD a first-aid roll -- buried inside `use <medkit>`
7
+ * -- and it was wrong in a family rather than in one place, which is why
8
+ * this module exists at all. Every deviation below was measured against
9
+ * the book before it was touched:
10
+ *
11
+ * canon engine, before this module
12
+ * ----------------------------------- ---------------------------------
13
+ * threshold 2, NET hits heal a box hits + 1 + quality: an all-miss
14
+ * roll still closed a box
15
+ * max healed = First Aid RATING no cap at all -- kit quality was
16
+ * the only thing that scaled
17
+ * [Mental] limit (+ medkit rating) no limit applied to the roll
18
+ * once per set of wounds spammable
19
+ * treats Stun OR Physical physical only
20
+ * critical glitch: +1D3 boxes no glitch consequence
21
+ * not after magical healing no interaction with the spell
22
+ *
23
+ * The single most load-bearing consequence, and the reason this is worth
24
+ * doing: the RATING CAP inverts who is good at medicine. Before, an
25
+ * unskilled runner with an expensive kit out-healed a trained medic with
26
+ * a cheap one. Canon says the skill is the ceiling and the gear is the
27
+ * help -- medics matter.
28
+ *
29
+ * TWO ENGINE MAPPINGS, labelled as such (the ic.ts / astralMoveBudget
30
+ * house style: canon fixes the ratio, the unit is ours):
31
+ *
32
+ * 1. MEDKIT RATING. Canon rates medkits 1-6. This engine rates all gear
33
+ * on one Common..MilitaryGrade tier (Item.qualityBonus, 0-4), because
34
+ * gear tier is the whole progression system. So kit Rating is
35
+ * `qualityBonus + 1`: a common kit is Rating 1, a milspec one Rating
36
+ * 5. The +1 is not decoration -- a Rating 0 kit would heal nothing in
37
+ * an untrained hand, and canon has no Rating 0 medkit.
38
+ *
39
+ * 2. WIRELESS. p.208 gives a wireless kit a dice bonus; p.450 gives the
40
+ * rating to the limit. This engine has no per-item wireless toggle,
41
+ * and the Sixth World default is wireless-on, so kits are treated as
42
+ * wireless and BOTH apply -- which is exactly what p.208's own worked
43
+ * example does (Mental 6 + medkit 4 = limit 10).
44
+ *
45
+ * NOT MODELLED, deliberately, and each one is engine-lacks-the-noun
46
+ * rather than a rule we disagree with:
47
+ *
48
+ * - "within 1 hour of the damage" (p.205). sideQuest has no elapsed
49
+ * game clock -- see the same note in planes.ts -- so there is no
50
+ * "when" to compare against. The once-per-set-of-wounds lock below
51
+ * carries the anti-spam intent that the hour was there to serve.
52
+ * - "Complex Action, one per Combat Turn per box" (p.206). The engine
53
+ * has no action budget; combat is exchange-based and no verb spends
54
+ * an action. Importing canon's PERMISSION to heal mid-fight without
55
+ * its PRICE is a real gap, and it is called out in heal.ts.
56
+ */
57
+ export const FIRST_AID_THRESHOLD = 2;
58
+ /**
59
+ * Canon rates medkits 1-6; this engine rates gear 0-4. See mapping 1 in
60
+ * the file header -- the +1 keeps a common kit useful in untrained hands.
61
+ */
62
+ export function medkitRating(kit) {
63
+ return kit ? kit.qualityBonus + 1 : 0;
64
+ }
65
+ /**
66
+ * The ceiling on boxes (p.205: "the maximum damage healable with the
67
+ * First Aid skill is equal to the skill's rating").
68
+ *
69
+ * Defaulting would make that ceiling ZERO -- the skill rating is 0, so a
70
+ * bare-handed amateur heals nothing however well they roll. p.208 is what
71
+ * rescues the untrained case: with a kit, "she can still make an
72
+ * untrained First Aid test using her Logic attribute minus 1 die and the
73
+ * device's rating IN PLACE OF her First Aid skill". The kit stands in for
74
+ * the skill, so it stands in as the cap too.
75
+ */
76
+ export function firstAidCap(medic, kit) {
77
+ const trained = medic.skillRating('first-aid');
78
+ return trained > 0 ? trained : medkitRating(kit);
79
+ }
80
+ /**
81
+ * First Aid + Logic (p.205), defaulting at Logic - 1 (p.130), plus the
82
+ * wireless kit's rating as dice (p.208) -- but only ONCE: when untrained
83
+ * the rating is already standing in for the skill, so adding the wireless
84
+ * bonus on top would pay the same kit twice.
85
+ *
86
+ * Quick Healer (p.77) and the medic's OWN wound modifiers (p.205 sends
87
+ * you to the Healing Modifiers table, and your own penalties travel with
88
+ * you) ride on top. Floored at 1: SR5 never rolls a zero pool.
89
+ */
90
+ export function firstAidPool(medic, kit) {
91
+ const trained = medic.skillRating('first-aid');
92
+ const rating = medkitRating(kit);
93
+ const base = trained > 0
94
+ ? medic.logic + trained + rating
95
+ : medic.logic - 1 + rating;
96
+ return Math.max(1, base
97
+ + medic.qualityBonus('healing')
98
+ + medic.augBonus('healing')
99
+ + medic.woundModifier);
100
+ }
101
+ /** [Mental], plus the kit's rating (p.208's worked example: 6 + 4 = 10). */
102
+ export function firstAidLimit(medic, kit) {
103
+ return mentalLimit(medic) + medkitRating(kit);
104
+ }
105
+ /**
106
+ * "divide the net effect in half (rounded up) if the victim being treated
107
+ * is wearing any kind of full-body armor" (p.205-206).
108
+ *
109
+ * Read off the equipped slots by name, the same duck-typing the rest of
110
+ * the gear code uses (Item.isArmor, isFence) so generated kit works
111
+ * without a schema change.
112
+ */
113
+ export function inFullBodyArmor(patient) {
114
+ const eq = patient.equipment;
115
+ for (const group of Object.values(eq)) {
116
+ if (!group)
117
+ continue;
118
+ for (const item of Object.values(group)) {
119
+ if (!item)
120
+ continue;
121
+ if (/full.?body|hardsuit|mil-?spec|full helmet/i.test(item.name))
122
+ return true;
123
+ }
124
+ }
125
+ return false;
126
+ }
127
+ /**
128
+ * Why this treatment cannot happen, or undefined if it can. Ordered so
129
+ * the most informative refusal wins: a player who is out of options
130
+ * should be told the reason that is actually blocking them.
131
+ */
132
+ export function firstAidRefusal(medic, patient, kit, track) {
133
+ const self = medic === patient;
134
+ const who = self ? 'You' : patient.name;
135
+ const is = self ? 'are' : 'is';
136
+ // p.205: "First Aid can only be used if you have a medkit (even if you
137
+ // do not currently have supplies for it)."
138
+ if (!kit) {
139
+ return `First aid takes a medkit -- bare hands and good intentions don't close wounds. Buy one, or find a clinic ("treat").`;
140
+ }
141
+ if (patient.isDown()) {
142
+ // Canon has an answer for this (Stabilization, p.209, threshold 3),
143
+ // and this engine does not implement it. Saying so beats pretending.
144
+ return `${who} ${is} past first aid -- that's a stabilization job, and this street kit isn't it.`;
145
+ }
146
+ const hurt = track === 'physical' ? patient.damageTaken : patient.stunTaken;
147
+ if (hurt === 0) {
148
+ return track === 'physical'
149
+ ? `${who} ${is} not bleeding -- save the kit.`
150
+ : `${who} ${is} not winded -- save the kit.`;
151
+ }
152
+ // p.205: "First Aid may only be applied to a character once for that
153
+ // set of wounds." Note it is per CHARACTER, not per track -- so one
154
+ // application covers the patient, whichever track it treated. Canon is
155
+ // silent on split tracks, and this is the conservative reading.
156
+ if (patient.firstAidGiven) {
157
+ return `${who} ${is} already been worked on for these wounds -- there's nothing left first aid can do until ${self ? 'you take' : 'they take'} fresh damage. Rest, a clinic, or a heal spell from here.`;
158
+ }
159
+ // p.205: "First Aid may not be applied if the character has been
160
+ // magically healed."
161
+ if (patient.magicallyHealed) {
162
+ return `The mana already knit ${self ? 'your' : `${patient.name}'s`} wounds shut. First aid has nothing to add to a spell's work.`;
163
+ }
164
+ return undefined;
165
+ }
166
+ /**
167
+ * Runs the test and applies the outcome. Callers MUST have cleared
168
+ * firstAidRefusal first -- this function assumes the treatment is legal
169
+ * and always consumes the once-per-wounds application.
170
+ */
171
+ export function performFirstAid(medic, patient, kit, track) {
172
+ const cap = firstAidCap(medic, kit);
173
+ const roll = rollPool(firstAidPool(medic, kit), firstAidLimit(medic, kit));
174
+ if (roll.criticalGlitch) {
175
+ // p.206: "A critical glitch on a First Aid Test increases the damage
176
+ // by 1D3 (1D6 / 2) boxes." 1D6/2 rounds up, giving 1-3.
177
+ const worsened = Math.ceil(rollPool(1).rolls[0] / 2);
178
+ if (track === 'physical')
179
+ patient.takeDamage(worsened);
180
+ else
181
+ patient.takeStun(worsened);
182
+ // AFTER the damage, never before: takeDamage clears firstAidGiven
183
+ // (fresh damage is a fresh set of wounds), and boxes opened by a
184
+ // botched treatment are part of the SAME set -- setting the flag
185
+ // first would let the fumbling medic immediately try again.
186
+ patient.firstAidGiven = true;
187
+ return {
188
+ roll, healed: 0, worsened, netHits: 0, cap,
189
+ capBound: false, halvedByArmor: false, track,
190
+ };
191
+ }
192
+ const netHits = Math.max(0, roll.hits - FIRST_AID_THRESHOLD);
193
+ let boxes = Math.min(netHits, cap);
194
+ const capBound = netHits > cap;
195
+ // Armor halves the EFFECT, applied after the cap so that treating
196
+ // through a hardsuit always bites. (The book says "net effect"; halving
197
+ // the net hits first would let a low cap absorb the penalty entirely,
198
+ // which reads against the rule's stated purpose -- "the difficulty of
199
+ // treating the patient through armor".)
200
+ const halvedByArmor = boxes > 0 && inFullBodyArmor(patient);
201
+ if (halvedByArmor)
202
+ boxes = Math.ceil(boxes / 2);
203
+ const healed = track === 'physical' ? patient.healDamage(boxes) : patient.healStun(boxes);
204
+ // The application is spent whether it went well or badly: canon says
205
+ // "may only be applied once", not "may only SUCCEED once".
206
+ patient.firstAidGiven = true;
207
+ return { roll, healed, worsened: 0, netHits, cap, capBound, halvedByArmor, track };
208
+ }
209
+ //# sourceMappingURL=first-aid.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,37 @@
1
+ import type { ISceneSeedJson } from '../types/seed/scene-seed.js';
2
+ /**
3
+ * WHERE THE MEET ACTUALLY IS, read off the drafted seed.
4
+ *
5
+ * Item g5CgJgmw9ix6AcD78: "Krow said to meet at Mama Wu's, that
6
+ * shouldn't happen." There is no Mama Wu's. The fixer's pitch is
7
+ * AI-generated free text, and the brief told him the client "will hold
8
+ * the meet on-site" without telling him WHERE -- so a model writing a
9
+ * fixer's voice did the natural thing and invented a venue. The player
10
+ * then travelled to a scene that contains no such place.
11
+ *
12
+ * This is the codebase's signature defect: a NAME REFERRING TO NOTHING.
13
+ * The house cure is to resolve names against the real roster or room
14
+ * list and repair or reject, never to ship an unresolved one (see
15
+ * scene-chunks.ts resolveNamedRef). The same cure applies here, and it
16
+ * is better than a prohibition: the seed already KNOWS the answer, so
17
+ * the fixer can be told the truth rather than merely forbidden a lie.
18
+ * A brief that only says "don't invent one" leaves him with nothing to
19
+ * say and invites a vaguer dodge.
20
+ *
21
+ * THE MEET IS WHERE THE CLIENT STANDS, not the start room -- generation
22
+ * places the client "in a REACHABLE room that makes a characterful meet
23
+ * spot" (scene-chunks.ts), which is frequently not where the runner
24
+ * arrives. Falling back to the start room is still TRUE (it is where
25
+ * they land, and the client is always reachable from it), so the
26
+ * fallback degrades to vaguer rather than to wrong.
27
+ *
28
+ * IT LIVES HERE, not in call.ts, because ONE ANSWER IS THE WHOLE POINT.
29
+ * The reported bug is two sources disagreeing about where the meet is
30
+ * (the vetting on the item: "Krow directing the player to Mama Wu's,
31
+ * then a conflicting message from Mr. Vane at a different location"), so
32
+ * a resolver that only one of the speakers consults cannot fix it. Every
33
+ * surface that tells the player or an NPC where the meet is reads this
34
+ * function; if you are about to write the words "the meet" and a place
35
+ * name, call this instead.
36
+ */
37
+ export declare function meetLocationFor(seed: ISceneSeedJson | undefined): string | undefined;
@@ -0,0 +1,51 @@
1
+ /**
2
+ * WHERE THE MEET ACTUALLY IS, read off the drafted seed.
3
+ *
4
+ * Item g5CgJgmw9ix6AcD78: "Krow said to meet at Mama Wu's, that
5
+ * shouldn't happen." There is no Mama Wu's. The fixer's pitch is
6
+ * AI-generated free text, and the brief told him the client "will hold
7
+ * the meet on-site" without telling him WHERE -- so a model writing a
8
+ * fixer's voice did the natural thing and invented a venue. The player
9
+ * then travelled to a scene that contains no such place.
10
+ *
11
+ * This is the codebase's signature defect: a NAME REFERRING TO NOTHING.
12
+ * The house cure is to resolve names against the real roster or room
13
+ * list and repair or reject, never to ship an unresolved one (see
14
+ * scene-chunks.ts resolveNamedRef). The same cure applies here, and it
15
+ * is better than a prohibition: the seed already KNOWS the answer, so
16
+ * the fixer can be told the truth rather than merely forbidden a lie.
17
+ * A brief that only says "don't invent one" leaves him with nothing to
18
+ * say and invites a vaguer dodge.
19
+ *
20
+ * THE MEET IS WHERE THE CLIENT STANDS, not the start room -- generation
21
+ * places the client "in a REACHABLE room that makes a characterful meet
22
+ * spot" (scene-chunks.ts), which is frequently not where the runner
23
+ * arrives. Falling back to the start room is still TRUE (it is where
24
+ * they land, and the client is always reachable from it), so the
25
+ * fallback degrades to vaguer rather than to wrong.
26
+ *
27
+ * IT LIVES HERE, not in call.ts, because ONE ANSWER IS THE WHOLE POINT.
28
+ * The reported bug is two sources disagreeing about where the meet is
29
+ * (the vetting on the item: "Krow directing the player to Mama Wu's,
30
+ * then a conflicting message from Mr. Vane at a different location"), so
31
+ * a resolver that only one of the speakers consults cannot fix it. Every
32
+ * surface that tells the player or an NPC where the meet is reads this
33
+ * function; if you are about to write the words "the meet" and a place
34
+ * name, call this instead.
35
+ */
36
+ export function meetLocationFor(seed) {
37
+ if (!seed)
38
+ return undefined;
39
+ const client = seed.client
40
+ ? seed.npcs?.find(n => n.player?.name === seed.client)
41
+ : undefined;
42
+ const clientRoom = client?.player?.startLocation;
43
+ // Only trust a room the scene really declares -- a startLocation that
44
+ // names no room is the same unresolved-name bug one level down, and
45
+ // repeating it into the fixer's mouth would be worse than silence.
46
+ const rooms = seed.rooms ?? [];
47
+ if (clientRoom && rooms.some(r => r.name === clientRoom))
48
+ return clientRoom;
49
+ return rooms.find(r => r.isStartRoom)?.name;
50
+ }
51
+ //# sourceMappingURL=meet-location.js.map
@@ -0,0 +1 @@
1
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@@ -0,0 +1,76 @@
1
+ import type { Player } from '../models/player.js';
2
+ /**
3
+ * THE PERCEPTION TEST (SR5 core p.135-136), shared by every verb that
4
+ * makes one.
5
+ *
6
+ * Item FNgptvRhbA5yMunbB, the player writing the spec in two sentences:
7
+ * '"look" should reveal items that are under a perception threshold.
8
+ * "search" is an active perception check'.
9
+ *
10
+ * The SPLIT they asked for already shipped (52ba4dda): `look` lists
11
+ * plain-sight goods with no test at all, which is p.135's own
12
+ * instruction -- characters "should always be able to observe what is
13
+ * immediately obvious without spending an action or making a test" --
14
+ * while `search` rolls. What had NOT shipped is the mechanical
15
+ * difference between the two rolls, and canon is specific about what it
16
+ * is:
17
+ *
18
+ * "Perceiver is specifically looking/listening for it +3"
19
+ * (p.135-136, Perception Test Modifiers)
20
+ *
21
+ * That +3 IS the active/passive distinction. Without it, `search` was an
22
+ * active perception check in name while rolling the same pool as the
23
+ * passive glance -- the player's second sentence unimplemented, one
24
+ * layer below the one that was fixed.
25
+ *
26
+ * AND THE BRACKET IS A LIMIT. `Perception + Intuition [Mental]`: neither
27
+ * verb applied one, so a huge pool could count unlimited hits. Limits
28
+ * cap HITS, never dice (utilities/dice.ts, and the house rule at the top
29
+ * of CLAUDE.md).
30
+ *
31
+ * ONE FUNCTION, BOTH CALLERS, deliberately. look.ts and search.ts each
32
+ * built this pool inline and had already drifted apart; that is the same
33
+ * one-caller drift that let the meet address disagree with itself
34
+ * (g5CgJgmw9ix6AcD78) and the same duplicated-mechanic shape that let
35
+ * `use <medkit>` diverge from `heal`. If you are about to roll
36
+ * Perception, roll it here.
37
+ */
38
+ /** p.135-136: the modifier for deliberately looking, which is what makes
39
+ * an active search mechanically different from a passive glance. */
40
+ export declare const ACTIVELY_LOOKING = 3;
41
+ export interface IPerceptionTest {
42
+ pool: number;
43
+ /** The bracket. Undefined only when the actor has no limit to apply --
44
+ * see the Matrix note below; rollPool refuses a zero limit loudly. */
45
+ limit: number | undefined;
46
+ }
47
+ export interface IPerceptionOpts {
48
+ /** True for a deliberate hunt (`search`), false for a glance (`look`). */
49
+ active?: boolean;
50
+ /** Matrix Search only: a loaded Browse program is purpose-built for it. */
51
+ browse?: number;
52
+ }
53
+ /**
54
+ * ON THE GRID IT IS A DIFFERENT TEST WITH A DIFFERENT BRACKET. Matrix
55
+ * Search is Computer + Logic [Data Processing], so the Mental limit does
56
+ * NOT apply out there -- capping a decker's sweep by their Willpower
57
+ * would be a fresh deviation dressed as a fix. The engine takes the
58
+ * best of Perception and Computer so pre-Computer deckers lose nothing
59
+ * (a standing allowance, older than this function).
60
+ *
61
+ * Data Processing reads 0 for an actor with no deck at all; that is a
62
+ * caller's missing gate rather than a real limit, so it degrades to
63
+ * unlimited here instead of handing rollPool a zero it would reject.
64
+ */
65
+ export declare function perceptionTest(actor: Player, opts?: IPerceptionOpts): IPerceptionTest;
66
+ /**
67
+ * PERCEPTION THRESHOLDS (p.136). Named because the numbers appear in
68
+ * player-facing text and in cover reads, and a bare 2 or 4 in three
69
+ * files is how they drift.
70
+ */
71
+ export declare const PERCEPTION_THRESHOLD: {
72
+ /** Street sign, pedestrian, conversation, silenced gunfire. */
73
+ readonly normal: 2;
74
+ /** Secret door, needle in a haystack, subvocal speech. */
75
+ readonly hidden: 4;
76
+ };