@maka/maka-cli 5.85.0 → 5.87.0
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/commands/call.js +25 -0
- package/bundle/typescript/src/commands/game/sideQuest/commands/call.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js +8 -6
- package/bundle/typescript/src/commands/game/sideQuest/commands/go.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/hack.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js +18 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/look.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/map.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/mark.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/search.js +2 -2
- package/bundle/typescript/src/commands/game/sideQuest/commands/take.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/tap.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/commands/tap.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/engine-version.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js +20 -0
- package/bundle/typescript/src/commands/game/sideQuest/factories/item-factory.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/game.d.ts +10 -2
- package/bundle/typescript/src/commands/game/sideQuest/game.js +20 -7
- package/bundle/typescript/src/commands/game/sideQuest/game.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/room.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/models/room.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene1.json +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/scenes/scene2.json +86 -10
- package/bundle/typescript/src/commands/game/sideQuest/types/repro.d.ts +15 -6
- package/bundle/typescript/src/commands/game/sideQuest/types/seed/item-seed.d.ts +17 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/ar.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/data-work.d.ts +21 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/data-work.js +61 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/data-work.js.map +1 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/ddp-lite.d.ts +53 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/ddp-lite.js +43 -3
- package/bundle/typescript/src/commands/game/sideQuest/utilities/ddp-lite.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js +7 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/first-aid.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.d.ts +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js +59 -4
- package/bundle/typescript/src/commands/game/sideQuest/utilities/grid-view.js.map +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.d.ts +2 -2
- package/bundle/typescript/src/commands/game/sideQuest/utilities/planes.js +1 -1
- package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.d.ts +55 -0
- package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js +115 -11
- package/bundle/typescript/src/commands/game/sideQuest/utilities/shared-run.js.map +1 -1
- package/bundle/typescript/src/commands/update.js +6 -20
- package/bundle/typescript/src/commands/update.js.map +1 -1
- package/bundle/typescript/src/tools/self-update/binary-install.d.ts +113 -0
- package/bundle/typescript/src/tools/self-update/binary-install.js +178 -0
- package/bundle/typescript/src/tools/self-update/binary-install.js.map +1 -0
- package/bundle/typescript/src/tools/self-update/update-maka.d.ts +3 -1
- package/bundle/typescript/src/tools/self-update/update-maka.js +234 -4
- package/bundle/typescript/src/tools/self-update/update-maka.js.map +1 -1
- package/package.json +1 -1
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@@ -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;
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@@ -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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-
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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),
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@@ -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
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@@ -2981,8 +2981,15 @@ ${client.name} won't be remembering anything. Dead Johnsons pay nothing -- and t
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* Public: called directly by call.ts when the player calls the fixer
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* after a job's done, not just from "continue" here in game.ts.
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*/
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-
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-
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/**
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* `runType` forces the KIND of job drafted. Omitted, the generator
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* rolls it as it always has (pickRunType: deck-gated, 30% data) --
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* this parameter exists so a player who ASKS for data work gets data
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* work (ruoedrMTA6kCRNmEN), and it changes nothing for every other
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* caller, of which there are three.
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*/
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draftNextSceneInBackground(runType) {
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void this.continueToNextScene(runType)
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.then(nextJobText => {
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if (nextJobText) {
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Logger.getInstance().logWithColor(`${CALL_ICON} ${nextJobText}`, CALL_COLOR);
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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
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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;
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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)
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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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// 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
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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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// 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;
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