@maka/maka-cli 5.85.0 → 5.87.0

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Files changed (53) hide show
  1. package/bundle/typescript/package.json +1 -1
  2. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js +25 -0
  3. package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
  4. package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +1 -1
  5. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +8 -6
  6. package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
  7. package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +1 -1
  8. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +18 -1
  9. package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
  10. package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +1 -1
  11. package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js +1 -1
  12. package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +2 -2
  13. package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +1 -1
  14. package/bundle/typescript/src/commands/game/sideQuest/commands/tap.d.ts +1 -1
  15. package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js +1 -1
  16. package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +1 -1
  17. package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js +20 -0
  18. package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js.map +1 -1
  19. package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +10 -2
  20. package/bundle/typescript/src/commands/game/sideQuest/game.js +20 -7
  21. package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
  22. package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +1 -1
  23. package/bundle/typescript/src/commands/game/sideQuest/models/room.js +1 -1
  24. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +1 -1
  25. package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +86 -10
  26. package/bundle/typescript/src/commands/game/sideQuest/types/repro.d.ts +15 -6
  27. package/bundle/typescript/src/commands/game/sideQuest/types/seed/item-seed.d.ts +17 -0
  28. package/bundle/typescript/src/commands/game/sideQuest/utilities/ar.js +1 -1
  29. package/bundle/typescript/src/commands/game/sideQuest/utilities/data-work.d.ts +21 -0
  30. package/bundle/typescript/src/commands/game/sideQuest/utilities/data-work.js +61 -0
  31. package/bundle/typescript/src/commands/game/sideQuest/utilities/data-work.js.map +1 -0
  32. package/bundle/typescript/src/commands/game/sideQuest/utilities/ddp-lite.d.ts +53 -0
  33. package/bundle/typescript/src/commands/game/sideQuest/utilities/ddp-lite.js +43 -3
  34. package/bundle/typescript/src/commands/game/sideQuest/utilities/ddp-lite.js.map +1 -1
  35. package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js +7 -1
  36. package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js.map +1 -1
  37. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.d.ts +1 -1
  38. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js +59 -4
  39. package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js.map +1 -1
  40. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.d.ts +2 -2
  41. package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +1 -1
  42. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.d.ts +55 -0
  43. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js +115 -11
  44. package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js.map +1 -1
  45. package/bundle/typescript/src/commands/update.js +6 -20
  46. package/bundle/typescript/src/commands/update.js.map +1 -1
  47. package/bundle/typescript/src/tools/self-update/binary-install.d.ts +113 -0
  48. package/bundle/typescript/src/tools/self-update/binary-install.js +178 -0
  49. package/bundle/typescript/src/tools/self-update/binary-install.js.map +1 -0
  50. package/bundle/typescript/src/tools/self-update/update-maka.d.ts +3 -1
  51. package/bundle/typescript/src/tools/self-update/update-maka.js +234 -4
  52. package/bundle/typescript/src/tools/self-update/update-maka.js.map +1 -1
  53. package/package.json +1 -1
@@ -36,6 +36,7 @@ import { NPC } from './models/npc.js';
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  import type { CompanionKind } from './models/npc.js';
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  import { AutoFight } from './utilities/auto-fight.js';
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  import { IMainGameConfig } from './ui.js';
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+ import type { RunType } from './factories/scene-chunks.js';
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  import { PlayerEquipment } from './types/player-equipment.js';
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  export default class Game {
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  initialized: boolean;
@@ -928,7 +929,14 @@ export default class Game {
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  * Public: called directly by call.ts when the player calls the fixer
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  * after a job's done, not just from "continue" here in game.ts.
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  */
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- draftNextSceneInBackground(): void;
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+ /**
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+ * `runType` forces the KIND of job drafted. Omitted, the generator
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+ * rolls it as it always has (pickRunType: deck-gated, 30% data) --
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+ * this parameter exists so a player who ASKS for data work gets data
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+ * work (ruoedrMTA6kCRNmEN), and it changes nothing for every other
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+ * caller, of which there are three.
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+ */
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+ draftNextSceneInBackground(runType?: RunType): void;
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  /**
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  * Drafts and loads the next job once the current scene's win condition
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  * has been met. Reuses the same long-lived Player (and its inventory),
@@ -937,7 +945,7 @@ export default class Game {
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  * canDraftNextScene() itself (callers are expected to check it first for
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  * instant feedback, but this stays safe to call directly too).
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  */
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- continueToNextScene(): Promise<string>;
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+ continueToNextScene(runType?: RunType): Promise<string>;
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  /**
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  * Re-points the world at the preserved hub scene after a run: the hub's
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  * whole state (NPCs, shop stock, anything dropped there) survived
@@ -2981,8 +2981,15 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  * Public: called directly by call.ts when the player calls the fixer
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  * after a job's done, not just from "continue" here in game.ts.
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  */
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- draftNextSceneInBackground() {
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- void this.continueToNextScene()
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+ /**
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+ * `runType` forces the KIND of job drafted. Omitted, the generator
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+ * rolls it as it always has (pickRunType: deck-gated, 30% data) --
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+ * this parameter exists so a player who ASKS for data work gets data
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+ * work (ruoedrMTA6kCRNmEN), and it changes nothing for every other
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+ * caller, of which there are three.
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+ */
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+ draftNextSceneInBackground(runType) {
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+ void this.continueToNextScene(runType)
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  .then(nextJobText => {
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  if (nextJobText) {
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  Logger.getInstance().logWithColor(`${CALL_ICON} ${nextJobText}`, CALL_COLOR);
@@ -3000,7 +3007,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  * canDraftNextScene() itself (callers are expected to check it first for
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  * instant feedback, but this stays safe to call directly too).
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  */
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- async continueToNextScene() {
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+ async continueToNextScene(runType) {
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  // Hub sessions: a RUN doesn't chain into the next draft -- going
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  // home is going home, and the next run is commissioned from there
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  // (call the fixer). Deliberately NOT gated on completion: the taxi
@@ -3016,7 +3023,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  }
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  this._draftInProgress = true;
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  try {
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- return await this.draftNextScene();
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+ return await this.draftNextScene(runType);
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  }
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  finally {
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  this._draftInProgress = false;
@@ -3409,7 +3416,7 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  * _draftInProgress -- every return path below (including the early
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  * "couldn't draft" one) needs that cleanup to run.
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  */
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- async draftNextScene() {
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+ async draftNextScene(runType) {
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  const nextTier = this._tier + 1;
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  // Who the quote is FOR, snapshotted before any drafting starts. A live
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  // seat accepted DURING the generation window (2-3 minutes of AI time)
@@ -3541,7 +3548,10 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  // Friend invites don't ride local drafts (they're live players or
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  // nothing) -- the dossier scales to who'll actually show.
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  const localCrew = this.crew.filter(m => !m.ghost?.liveOnly);
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- const nextSeed = await SceneSeedGenerator.generate(this._logFilePath, nextTier, this.player, this.activeRumor, localCrew);
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+ // runType rides the SAME generate() call rather than a parallel path
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+ // -- one resolver. Undefined means "roll it", which is what every
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+ // caller but the ask-for-data-work door passes.
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+ const nextSeed = await SceneSeedGenerator.generate(this._logFilePath, nextTier, this.player, this.activeRumor, localCrew, undefined, runType);
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  if (!nextSeed) {
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  // NAME the cause when it's the PROVIDER, not luck (real session:
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  // six Krow calls into an out-of-credits key, indistinguishable
@@ -3585,7 +3595,10 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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  // so it only recurses while the party KEEPS changing.
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  if (this.livePartyFingerprint() !== draftedForParty) {
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  Logger.getInstance().write(`Draft stale mid-generation (party "${draftedForParty}" -> "${this.livePartyFingerprint()}") -- redrafting.`);
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- return this.draftNextScene();
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+ // The redraft keeps the KIND that was asked for -- a player who
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+ // asked for data work and had the party shift under them still
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+ // gets data work, not a silent downgrade to a rolled standard.
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+ return this.draftNextScene(runType);
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  }
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  this._pendingRunSeed = nextSeed;
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  this._pendingRunTier = nextTier;