rpg-engine 0.0.0-stage → 0.1.0

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.
Files changed (1886) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +99 -2
  3. package/dist/campaign/create-campaign.d.ts +6 -0
  4. package/dist/campaign/create-campaign.js +71 -0
  5. package/dist/campaign/find-campaign.d.ts +8 -0
  6. package/dist/campaign/find-campaign.js +28 -0
  7. package/dist/campaign/host-files.d.ts +16 -0
  8. package/dist/campaign/host-files.js +131 -0
  9. package/dist/campaign/index.d.ts +5 -0
  10. package/dist/campaign/index.js +6 -0
  11. package/dist/campaign/settings.d.ts +185 -0
  12. package/dist/campaign/settings.js +399 -0
  13. package/dist/campaign/state.d.ts +15 -0
  14. package/dist/campaign/state.js +52 -0
  15. package/dist/cli.d.ts +2 -0
  16. package/dist/cli.js +19 -0
  17. package/dist/command-line.d.ts +7 -0
  18. package/dist/command-line.js +140 -0
  19. package/dist/commands/advance.d.ts +7 -0
  20. package/dist/commands/advance.js +80 -0
  21. package/dist/commands/ask.d.ts +33 -0
  22. package/dist/commands/ask.js +280 -0
  23. package/dist/commands/change.d.ts +69 -0
  24. package/dist/commands/change.js +604 -0
  25. package/dist/commands/config.d.ts +59 -0
  26. package/dist/commands/config.js +512 -0
  27. package/dist/commands/effect-layer.d.ts +22 -0
  28. package/dist/commands/effect-layer.js +84 -0
  29. package/dist/commands/effect.d.ts +27 -0
  30. package/dist/commands/effect.js +369 -0
  31. package/dist/commands/find.d.ts +34 -0
  32. package/dist/commands/find.js +64 -0
  33. package/dist/commands/game-advance.d.ts +50 -0
  34. package/dist/commands/game-advance.js +103 -0
  35. package/dist/commands/game-effects.d.ts +68 -0
  36. package/dist/commands/game-effects.js +196 -0
  37. package/dist/commands/game-environment.d.ts +16 -0
  38. package/dist/commands/game-environment.js +24 -0
  39. package/dist/commands/game-events.d.ts +84 -0
  40. package/dist/commands/game-events.js +325 -0
  41. package/dist/commands/game-experience.d.ts +57 -0
  42. package/dist/commands/game-experience.js +119 -0
  43. package/dist/commands/game-grid-moves.d.ts +33 -0
  44. package/dist/commands/game-grid-moves.js +94 -0
  45. package/dist/commands/game-grids.d.ts +52 -0
  46. package/dist/commands/game-grids.js +162 -0
  47. package/dist/commands/game-here.d.ts +40 -0
  48. package/dist/commands/game-here.js +100 -0
  49. package/dist/commands/game-images.d.ts +31 -0
  50. package/dist/commands/game-images.js +87 -0
  51. package/dist/commands/game-journey.d.ts +62 -0
  52. package/dist/commands/game-journey.js +163 -0
  53. package/dist/commands/game-knowledge.d.ts +32 -0
  54. package/dist/commands/game-knowledge.js +120 -0
  55. package/dist/commands/game-maps.d.ts +20 -0
  56. package/dist/commands/game-maps.js +51 -0
  57. package/dist/commands/game-mode.d.ts +31 -0
  58. package/dist/commands/game-mode.js +128 -0
  59. package/dist/commands/game-money.d.ts +17 -0
  60. package/dist/commands/game-money.js +55 -0
  61. package/dist/commands/game-moods.d.ts +22 -0
  62. package/dist/commands/game-moods.js +32 -0
  63. package/dist/commands/game-moves.d.ts +14 -0
  64. package/dist/commands/game-moves.js +43 -0
  65. package/dist/commands/game-open.d.ts +18 -0
  66. package/dist/commands/game-open.js +47 -0
  67. package/dist/commands/game-outside.d.ts +14 -0
  68. package/dist/commands/game-outside.js +151 -0
  69. package/dist/commands/game-positions.d.ts +52 -0
  70. package/dist/commands/game-positions.js +244 -0
  71. package/dist/commands/game-quests.d.ts +46 -0
  72. package/dist/commands/game-quests.js +97 -0
  73. package/dist/commands/game-recipes.d.ts +34 -0
  74. package/dist/commands/game-recipes.js +109 -0
  75. package/dist/commands/game-reminders.d.ts +22 -0
  76. package/dist/commands/game-reminders.js +74 -0
  77. package/dist/commands/game-roads.d.ts +90 -0
  78. package/dist/commands/game-roads.js +284 -0
  79. package/dist/commands/game-rules.d.ts +17 -0
  80. package/dist/commands/game-rules.js +30 -0
  81. package/dist/commands/game-saves.d.ts +59 -0
  82. package/dist/commands/game-saves.js +249 -0
  83. package/dist/commands/game-scene.d.ts +69 -0
  84. package/dist/commands/game-scene.js +285 -0
  85. package/dist/commands/game-thresholds.d.ts +13 -0
  86. package/dist/commands/game-thresholds.js +41 -0
  87. package/dist/commands/game-time.d.ts +17 -0
  88. package/dist/commands/game-time.js +42 -0
  89. package/dist/commands/game-view-journal.d.ts +145 -0
  90. package/dist/commands/game-view-journal.js +129 -0
  91. package/dist/commands/game-view-map.d.ts +78 -0
  92. package/dist/commands/game-view-map.js +266 -0
  93. package/dist/commands/game-view-place.d.ts +160 -0
  94. package/dist/commands/game-view-place.js +388 -0
  95. package/dist/commands/game-world.d.ts +60 -0
  96. package/dist/commands/game-world.js +204 -0
  97. package/dist/commands/image.d.ts +19 -0
  98. package/dist/commands/image.js +185 -0
  99. package/dist/commands/index.d.ts +3 -0
  100. package/dist/commands/index.js +57 -0
  101. package/dist/commands/init.d.ts +23 -0
  102. package/dist/commands/init.js +44 -0
  103. package/dist/commands/install.d.ts +23 -0
  104. package/dist/commands/install.js +68 -0
  105. package/dist/commands/instructions.d.ts +4 -0
  106. package/dist/commands/instructions.js +97 -0
  107. package/dist/commands/mode.d.ts +23 -0
  108. package/dist/commands/mode.js +84 -0
  109. package/dist/commands/mood.d.ts +34 -0
  110. package/dist/commands/mood.js +113 -0
  111. package/dist/commands/move.d.ts +34 -0
  112. package/dist/commands/move.js +274 -0
  113. package/dist/commands/notes.d.ts +10 -0
  114. package/dist/commands/notes.js +37 -0
  115. package/dist/commands/page-counters.d.ts +24 -0
  116. package/dist/commands/page-counters.js +84 -0
  117. package/dist/commands/parts.d.ts +16 -0
  118. package/dist/commands/parts.js +49 -0
  119. package/dist/commands/problems.d.ts +5 -0
  120. package/dist/commands/problems.js +47 -0
  121. package/dist/commands/progression.d.ts +68 -0
  122. package/dist/commands/progression.js +206 -0
  123. package/dist/commands/rename.d.ts +16 -0
  124. package/dist/commands/rename.js +116 -0
  125. package/dist/commands/reveal.d.ts +25 -0
  126. package/dist/commands/reveal.js +193 -0
  127. package/dist/commands/roll.d.ts +56 -0
  128. package/dist/commands/roll.js +302 -0
  129. package/dist/commands/route.d.ts +19 -0
  130. package/dist/commands/route.js +110 -0
  131. package/dist/commands/rules.d.ts +48 -0
  132. package/dist/commands/rules.js +194 -0
  133. package/dist/commands/save.d.ts +68 -0
  134. package/dist/commands/save.js +141 -0
  135. package/dist/commands/scene.d.ts +105 -0
  136. package/dist/commands/scene.js +741 -0
  137. package/dist/commands/sheet.d.ts +136 -0
  138. package/dist/commands/sheet.js +445 -0
  139. package/dist/commands/show.d.ts +76 -0
  140. package/dist/commands/show.js +216 -0
  141. package/dist/commands/status.d.ts +54 -0
  142. package/dist/commands/status.js +291 -0
  143. package/dist/commands/translate.d.ts +23 -0
  144. package/dist/commands/translate.js +108 -0
  145. package/dist/commands/travel.d.ts +47 -0
  146. package/dist/commands/travel.js +457 -0
  147. package/dist/commands/validate.d.ts +4 -0
  148. package/dist/commands/validate.js +25 -0
  149. package/dist/commands/view.d.ts +272 -0
  150. package/dist/commands/view.js +623 -0
  151. package/dist/commands/worked-out.d.ts +116 -0
  152. package/dist/commands/worked-out.js +704 -0
  153. package/dist/commands/write.d.ts +51 -0
  154. package/dist/commands/write.js +1017 -0
  155. package/dist/core/command-reference.d.ts +6 -0
  156. package/dist/core/command-reference.js +47 -0
  157. package/dist/core/context.d.ts +140 -0
  158. package/dist/core/context.js +28 -0
  159. package/dist/core/field-kind.d.ts +6 -0
  160. package/dist/core/field-kind.js +5 -0
  161. package/dist/core/files.d.ts +4 -0
  162. package/dist/core/files.js +30 -0
  163. package/dist/core/formula.d.ts +164 -0
  164. package/dist/core/formula.js +590 -0
  165. package/dist/core/frozen.d.ts +2 -0
  166. package/dist/core/frozen.js +11 -0
  167. package/dist/core/length.d.ts +27 -0
  168. package/dist/core/length.js +49 -0
  169. package/dist/core/log.d.ts +27 -0
  170. package/dist/core/log.js +38 -0
  171. package/dist/core/memo.d.ts +2 -0
  172. package/dist/core/memo.js +17 -0
  173. package/dist/core/mood.d.ts +6 -0
  174. package/dist/core/mood.js +11 -0
  175. package/dist/core/problem.d.ts +6 -0
  176. package/dist/core/problem.js +1 -0
  177. package/dist/core/progression-rule.d.ts +21 -0
  178. package/dist/core/progression-rule.js +2 -0
  179. package/dist/core/registry.d.ts +31 -0
  180. package/dist/core/registry.js +25 -0
  181. package/dist/core/session-store.d.ts +90 -0
  182. package/dist/core/session-store.js +289 -0
  183. package/dist/core/store.d.ts +83 -0
  184. package/dist/core/store.js +224 -0
  185. package/dist/core/text.d.ts +12 -0
  186. package/dist/core/text.js +32 -0
  187. package/dist/core/version.d.ts +2 -0
  188. package/dist/core/version.js +6 -0
  189. package/dist/core/yaml-file.d.ts +10 -0
  190. package/dist/core/yaml-file.js +42 -0
  191. package/dist/counters/counter.d.ts +36 -0
  192. package/dist/counters/counter.js +59 -0
  193. package/dist/counters/index.d.ts +1 -0
  194. package/dist/counters/index.js +2 -0
  195. package/dist/dashboard/address.js +43 -0
  196. package/dist/dashboard/api.js +185 -0
  197. package/dist/dashboard/app.js +217 -0
  198. package/dist/dashboard/asked.js +132 -0
  199. package/dist/dashboard/assets/dice/dice-sharp.glb +0 -0
  200. package/dist/dashboard/assets/dice/dice.glb +0 -0
  201. package/dist/dashboard/assets/dice/dice.json +1 -0
  202. package/dist/dashboard/assets/dice/textures/ash.jpg +0 -0
  203. package/dist/dashboard/assets/dice/textures/granite.jpg +0 -0
  204. package/dist/dashboard/assets/dice/textures/marble.jpg +0 -0
  205. package/dist/dashboard/assets/dice/textures/onyx.jpg +0 -0
  206. package/dist/dashboard/assets/dice/textures/walnut.jpg +0 -0
  207. package/dist/dashboard/assets/favicon.svg +7 -0
  208. package/dist/dashboard/assets/icon-180.png +0 -0
  209. package/dist/dashboard/assets/icon-32.png +0 -0
  210. package/dist/dashboard/assets/master.svg +71 -0
  211. package/dist/dashboard/assets/sounds/dice-collision.wav +0 -0
  212. package/dist/dashboard/assets/sounds/dice-touch.wav +0 -0
  213. package/dist/dashboard/card.js +61 -0
  214. package/dist/dashboard/columns.js +37 -0
  215. package/dist/dashboard/combat.js +72 -0
  216. package/dist/dashboard/data.js +3 -0
  217. package/dist/dashboard/dice/burn.js +200 -0
  218. package/dist/dashboard/dice/celebration.js +199 -0
  219. package/dist/dashboard/dice/floor-cracks.js +149 -0
  220. package/dist/dashboard/dice/frost.js +51 -0
  221. package/dist/dashboard/dice/load.js +66 -0
  222. package/dist/dashboard/dice/models.js +138 -0
  223. package/dist/dashboard/dice/pool.js +49 -0
  224. package/dist/dashboard/dice/roller.js +101 -0
  225. package/dist/dashboard/dice/sets.js +49 -0
  226. package/dist/dashboard/dice/sounds.js +102 -0
  227. package/dist/dashboard/dice/stage.js +355 -0
  228. package/dist/dashboard/dice/throw.js +242 -0
  229. package/dist/dashboard/dice/tray.js +365 -0
  230. package/dist/dashboard/faces.js +16 -0
  231. package/dist/dashboard/footer.js +17 -0
  232. package/dist/dashboard/free-rolls.js +41 -0
  233. package/dist/dashboard/game-words.js +164 -0
  234. package/dist/dashboard/glass.js +12 -0
  235. package/dist/dashboard/guide/ar.md +306 -0
  236. package/dist/dashboard/guide/cs.md +306 -0
  237. package/dist/dashboard/guide/da.md +306 -0
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  242. package/dist/dashboard/guide/fi.md +306 -0
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  247. package/dist/dashboard/guide/is.md +306 -0
  248. package/dist/dashboard/guide/it.md +306 -0
  249. package/dist/dashboard/guide/ja.md +306 -0
  250. package/dist/dashboard/guide/ko.md +306 -0
  251. package/dist/dashboard/guide/nb.md +306 -0
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  255. package/dist/dashboard/guide/ro.md +306 -0
  256. package/dist/dashboard/guide/ru.md +306 -0
  257. package/dist/dashboard/guide/sv.md +306 -0
  258. package/dist/dashboard/guide/tr.md +306 -0
  259. package/dist/dashboard/guide/uk.md +306 -0
  260. package/dist/dashboard/guide/zh.md +306 -0
  261. package/dist/dashboard/guide-blocks.js +72 -0
  262. package/dist/dashboard/guide-markdown.js +63 -0
  263. package/dist/dashboard/help.js +92 -0
  264. package/dist/dashboard/i18n/ar.json +670 -0
  265. package/dist/dashboard/i18n/cs.json +670 -0
  266. package/dist/dashboard/i18n/da.json +670 -0
  267. package/dist/dashboard/i18n/de.json +670 -0
  268. package/dist/dashboard/i18n/el.json +670 -0
  269. package/dist/dashboard/i18n/es.json +670 -0
  270. package/dist/dashboard/i18n/fi.json +670 -0
  271. package/dist/dashboard/i18n/fr.json +670 -0
  272. package/dist/dashboard/i18n/he.json +670 -0
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  278. package/dist/dashboard/i18n/ko.json +670 -0
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  283. package/dist/dashboard/i18n/ro.json +670 -0
  284. package/dist/dashboard/i18n/ru.json +670 -0
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  288. package/dist/dashboard/i18n/zh.json +670 -0
  289. package/dist/dashboard/icons.js +123 -0
  290. package/dist/dashboard/journal.js +188 -0
  291. package/dist/dashboard/labels.js +226 -0
  292. package/dist/dashboard/language-choice.js +83 -0
  293. package/dist/dashboard/languages.js +144 -0
  294. package/dist/dashboard/layout.js +93 -0
  295. package/dist/dashboard/map-sheet.js +32 -0
  296. package/dist/dashboard/map-symbols.js +79 -0
  297. package/dist/dashboard/markdown.js +72 -0
  298. package/dist/dashboard/master.js +69 -0
  299. package/dist/dashboard/mood-faces.js +16 -0
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  301. package/dist/dashboard/notes.js +203 -0
  302. package/dist/dashboard/notices.js +24 -0
  303. package/dist/dashboard/pages.js +32 -0
  304. package/dist/dashboard/party.js +65 -0
  305. package/dist/dashboard/place-map-view.js +362 -0
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  308. package/dist/dashboard/reactions.js +28 -0
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  310. package/dist/dashboard/rolls.js +240 -0
  311. package/dist/dashboard/saves.js +154 -0
  312. package/dist/dashboard/scene.js +63 -0
  313. package/dist/dashboard/settings.js +362 -0
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  317. package/dist/dashboard/story.js +51 -0
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  322. package/dist/dashboard/widgets.js +69 -0
  323. package/dist/dashboard/world-map.js +523 -0
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  325. package/dist/dashboard-server.d.ts +38 -0
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  367. package/dist/mcp-server.d.ts +22 -0
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  369. package/dist/money/index.d.ts +1 -0
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@@ -0,0 +1,194 @@
1
+ import { join } from "node:path";
2
+ import { z } from "zod";
3
+ import { houseRulesFolderName, readListSetting, readTextSetting, requireCampaign } from "../campaign/index.js";
4
+ import { defineCommand } from "../core/registry.js";
5
+ import { comparableText } from "../core/text.js";
6
+ import { findPage, pageFileNamed, pageNamed as pageWithName, sectionTitles } from "../pages/index.js";
7
+ import { bookTitles, findRules, hasAllWords, readRuleBook, shownRules } from "../rules/index.js";
8
+ import { disagreementAdvice, houseRules, precedentRule } from "./game-rules.js";
9
+ import { campaignSystem, campaignWorld, foreignLanguage } from "./game-world.js";
10
+ // About how many words an answer shows: a section of the system has about 80 words in the middle (D-178).
11
+ const answerWords = 800;
12
+ // What the rules add when the text is the name of a page, which holds the answer: a spell, an item (D-195).
13
+ const answerWordsBesidePage = 150;
14
+ // How many more sections an answer names after those it shows.
15
+ const namedSections = 8;
16
+ export const rules = defineCommand({
17
+ name: "rules",
18
+ description: "Find the exact text of a rule: the campaign's house rules first, then the game system's rules, then the table's precedents. "
19
+ + "Use it whenever you are unsure how a rule works, before you rule and say what is at stake, and when the player questions a ruling. "
20
+ + "Give the book's words, such as grappled, opportunity attack or long rest; a heading, or headings joined by ›, reads that section.",
21
+ group: "game",
22
+ readOnly: true,
23
+ positionals: ["text"],
24
+ input: z.object({
25
+ text: z.string().optional().describe("the words of the rule, or the heading of a section; the chapters when left out"),
26
+ }),
27
+ run(input, context) {
28
+ const root = requireCampaign(context.folder);
29
+ const system = campaignSystem(root, context);
30
+ const named = readTextSetting(root, "system");
31
+ // Read one by one, as the system is (SYS-1): a mistake elsewhere in campaign.yaml does not stop the rules.
32
+ const precedents = readListSetting(root, "precedents");
33
+ const house = readRuleBook(join(root, houseRulesFolderName), houseRules);
34
+ const book = system === undefined ? [] : readRuleBook(join(system.folder, "rules"), system.name);
35
+ const text = input.text?.trim() ?? "";
36
+ const common = {
37
+ text,
38
+ system: system?.name,
39
+ missingSystem: named !== undefined && system === undefined ? named : undefined,
40
+ language: system === undefined ? undefined : foreignLanguage(system.language, readTextSetting(root, "language")),
41
+ houseRules: bookTitles(house),
42
+ chapters: chaptersOf(book),
43
+ };
44
+ if (text === "") {
45
+ return { ...common, house: undefined, found: undefined, precedents };
46
+ }
47
+ // One search over both, so that a word is rare or common among all the rules (RUL-5); the house rules come first. A page by that name holds the
48
+ // answer, and the rules add little.
49
+ const page = pageNamed(root, context, system, text);
50
+ // Or the sections of pages it names, as a class's features: Cleric › Domain Spells, or Domain Spells alone (RUL-6).
51
+ const pageSections = page === undefined ? sectionsNamed(root, context, text) : [];
52
+ const budget = page === undefined && pageSections.length === 0 ? answerWords : answerWordsBesidePage;
53
+ const found = findRules([...house, ...book], text);
54
+ const houseAnswer = answerOf(found.filter((finding) => finding.section.source === houseRules), budget);
55
+ const systemAnswer = answerOf(found.filter((finding) => finding.section.source !== houseRules), budget - houseAnswer.used);
56
+ const shownTitles = [...houseAnswer.shown, ...systemAnswer.shown].map((shown) => shown.path.at(-1) ?? "");
57
+ return {
58
+ ...common,
59
+ house: houseAnswer,
60
+ found: systemAnswer,
61
+ precedents: precedents.filter((precedent) => hasAllWords(precedent, text) || isAboutAny(precedent, text, shownTitles)),
62
+ page,
63
+ pageSections,
64
+ };
65
+ },
66
+ format(result) {
67
+ if (result.house === undefined || result.found === undefined) {
68
+ return [contents(result), precedentsLine(result.precedents), houseRulesLine(result.houseRules)].filter((line) => line !== "").join("\n");
69
+ }
70
+ const sections = [...shownBlocks(result.house, "house rule"), ...shownBlocks(result.found, result.system ?? "")];
71
+ const others = [...result.house.others, ...result.found.others];
72
+ const lines = [
73
+ missingSystemLine(result.missingSystem),
74
+ pageLine(result.page),
75
+ sectionsLine(result.pageSections),
76
+ ...sections,
77
+ others.length === 0 ? "" : `Also: ${others.slice(0, namedSections).join("; ")}. Read one by its heading.`,
78
+ sections.length === 0 ? notFound(result) : "",
79
+ precedentsLine(result.precedents),
80
+ result.precedents.length > 0 && result.found.shown.length > 0 ? disagreementAdvice : "",
81
+ houseRulesLine(result.houseRules),
82
+ ];
83
+ return lines.filter((line) => line !== "").join("\n\n");
84
+ },
85
+ });
86
+ /** Whether a precedent is about a rule that the search names, or about the title of a section shown: "Poisoned: …" goes with Poisoned (D-179). */
87
+ function isAboutAny(precedent, text, titles) {
88
+ const rule = precedentRule(precedent);
89
+ return rule !== undefined && (hasAllWords(text, rule) || titles.some((title) => comparableText(rule) === comparableText(title)));
90
+ }
91
+ /**
92
+ * The page of the campaign, or else of the game system, whose name or alias is the text: it holds rules too, such as a spell or how long a potion takes to drink.
93
+ */
94
+ function pageNamed(root, context, system, text) {
95
+ const page = pageFileNamed(root, text);
96
+ const systemPage = page === undefined && system !== undefined ? pageFileNamed(system.folder, text) : undefined;
97
+ if (page !== undefined) {
98
+ return page;
99
+ }
100
+ if (systemPage !== undefined) {
101
+ return { ...systemPage, system: system?.name };
102
+ }
103
+ // By an alias, as "Shield spell": the world knows them.
104
+ try {
105
+ const aliased = pageWithName(campaignWorld(root, context), text);
106
+ return aliased === undefined ? undefined : { name: aliased.name, type: aliased.type, system: aliased.system };
107
+ }
108
+ catch {
109
+ return undefined;
110
+ }
111
+ }
112
+ /** The sections of pages, the campaign's or else the game system's, that a text names: Page › Section, or a section's title alone (RUL-6). */
113
+ function sectionsNamed(root, context, text) {
114
+ const titles = text.split(/\s*[›>/]\s*/).map((title) => title.trim().replace(/[.:]$/, "")).filter((title) => title !== "");
115
+ let pages;
116
+ // A world that cannot be read, or two pages with the first title's name, leave the rules to answer alone.
117
+ try {
118
+ const world = campaignWorld(root, context);
119
+ const named = titles.length > 1 ? findPage(world, titles[0]) : undefined;
120
+ pages = titles.length === 1 ? [...world.pages, ...(world.system?.pages ?? [])] : named === undefined ? [] : [named];
121
+ }
122
+ catch {
123
+ return [];
124
+ }
125
+ return pages.flatMap((page) => {
126
+ const section = sectionTitles(page.body).find((title) => comparableText(title) === comparableText(titles.at(-1) ?? ""));
127
+ return section === undefined ? [] : [{ page: page.name, section, type: page.type, system: page.system }];
128
+ });
129
+ }
130
+ /** "Domain Spells is a section of Cleric, a page of the system 5e (topic): show Cleric#Domain Spells reads it.": first, as for a page (RUL-6). */
131
+ function sectionsLine(sections) {
132
+ const [first] = sections ?? [];
133
+ if (first === undefined || sections === undefined) {
134
+ return "";
135
+ }
136
+ if (sections.length === 1) {
137
+ return `${first.section} is a section of ${first.page}, a page of ${first.system === undefined ? "the campaign" : `the system ${first.system}`} (${first.type ?? "page"}): `
138
+ + `show ${first.page}#${first.section} reads it. What the rules say of it:`;
139
+ }
140
+ const more = sections.length > namedSections ? `, and ${sections.length - namedSections} more` : "";
141
+ return `${first.section} is a section of several pages: ${sections.slice(0, namedSections).map(({ page, section }) => `show ${page}#${section}`).join("; ")}${more}. What the rules say of it:`;
142
+ }
143
+ /** "Fireball is a page of the system 5e (topic): show Fireball reads it.": first, since the page holds the answer, and the rules after it add to it. */
144
+ function pageLine(page) {
145
+ return page === undefined ? "" : `${page.name} is a page of ${page.system === undefined ? "the campaign" : `the system ${page.system}`} (${page.type ?? "page"}): show ${page.name} reads it. What the rules say of it:`;
146
+ }
147
+ function answerOf(found, words) {
148
+ const { shown, others, used } = shownRules(found, Math.max(words, 0));
149
+ return { shown: shown.map(({ section, text, parts }) => ({ path: section.path, text, parts })), others: others.map((section) => section.path.join(" › ")), used };
150
+ }
151
+ function shownBlocks(answer, source) {
152
+ return answer.shown.map((shown) => {
153
+ const parts = shown.parts.length === 0 ? "" : `\n(Its parts: ${shown.parts.join("; ")}. Read one by its heading.)`;
154
+ return `${shown.path.join(" › ")} (${source}):\n${shown.text}${parts}`;
155
+ });
156
+ }
157
+ /** The chapters of a game system with the sections each opens with: "Combat: The Order of Combat, Movement and Position, …". */
158
+ function chaptersOf(book) {
159
+ const files = [...new Set(book.map((section) => section.file))];
160
+ return files.map((file) => {
161
+ const top = book.find((section) => section.file === file);
162
+ return top === undefined || top.parts.length === 0 ? file : `${file}: ${top.parts.join(", ")}`;
163
+ });
164
+ }
165
+ function contents(result) {
166
+ if (result.system === undefined) {
167
+ return missingSystemLine(result.missingSystem) || "The campaign has no game system: only its own rules can be read.";
168
+ }
169
+ const language = result.language === undefined ? "" : `, in ${result.language}`;
170
+ return result.chapters.length === 0 ? `The system ${result.system} has no rules to read.` : `The rules of the system ${result.system}${language}, by chapter:\n${result.chapters.join("\n")}`;
171
+ }
172
+ /** What rules says when no text matches: how to search the book, and, when no precedent holds and the system is there, how to record the ruling as one (D-179). */
173
+ function notFound(result) {
174
+ if (result.precedents.length > 0) {
175
+ return `No text of the rules matches "${result.text}": the table's precedent below holds.`;
176
+ }
177
+ const chapters = result.chapters.map((chapter) => chapter.split(":")[0]);
178
+ const words = "the book's words, such as a condition, an action or a heading";
179
+ const search = result.language === undefined ? `Search with ${words}.` : `The system ${result.system} writes its rules in ${result.language}: search with ${words}.`;
180
+ const book = result.system === undefined || chapters.length === 0 ? "" : ` ${search} The chapters of ${result.system}: ${chapters.join(", ")}.`;
181
+ const name = result.language === undefined ? "the rule's name" : `the rule's name in ${result.language}`;
182
+ const precedent = result.system === undefined ? "" : ` If you rule without the text, tell the player it is your call, and add it to the precedents: `
183
+ + `config, setting precedents, add "<${name}>: what you said".`;
184
+ return `No rule matches "${result.text}".${book}${precedent}`;
185
+ }
186
+ function precedentsLine(precedents) {
187
+ return precedents.length === 0 ? "" : `Precedents: ${precedents.join("; ")}`;
188
+ }
189
+ function houseRulesLine(houseRules) {
190
+ return houseRules.length === 0 ? "" : `House rules of the campaign: ${houseRules.join(", ")}.`;
191
+ }
192
+ function missingSystemLine(missing) {
193
+ return missing === undefined ? "" : `The campaign's system, ${missing}, is not installed, so its rules cannot be read: validate says how to fix it.`;
194
+ }
@@ -0,0 +1,68 @@
1
+ import { z } from "zod";
2
+ import type { Save } from "../saves/index.ts";
3
+ import { type ResetPoint, type SaveMode } from "./game-saves.ts";
4
+ /** What save did: the list, a save made, or the game gone back to a save or to its start. */
5
+ export type SaveResult = {
6
+ action: "list";
7
+ mode: SaveMode;
8
+ saves: Save[];
9
+ } | {
10
+ action: "make";
11
+ save: Save;
12
+ } | {
13
+ action: "load";
14
+ save: Save;
15
+ removed: Save[];
16
+ copy?: string;
17
+ finished: boolean;
18
+ } | {
19
+ action: "reset";
20
+ to: ResetPoint;
21
+ save: Save;
22
+ removed: Save[];
23
+ copy?: string;
24
+ finished: boolean;
25
+ } | {
26
+ action: "new chat";
27
+ save: string;
28
+ };
29
+ export declare const save: import("../core/registry.ts").Command<z.ZodObject<{
30
+ action: z.ZodDefault<z.ZodEnum<{
31
+ list: "list";
32
+ make: "make";
33
+ load: "load";
34
+ reset: "reset";
35
+ "new chat": "new chat";
36
+ }>>;
37
+ label: z.ZodOptional<z.ZodString>;
38
+ save: z.ZodOptional<z.ZodString>;
39
+ to: z.ZodOptional<z.ZodEnum<{
40
+ start: "start";
41
+ "session zero": "session zero";
42
+ }>>;
43
+ }, z.core.$strip>, {
44
+ action: "list";
45
+ mode: SaveMode;
46
+ saves: Save[];
47
+ } | {
48
+ action: "make";
49
+ save: Save;
50
+ } | {
51
+ action: "load";
52
+ save: Save;
53
+ removed: Save[];
54
+ copy?: string;
55
+ finished: boolean;
56
+ } | {
57
+ action: "reset";
58
+ to: ResetPoint;
59
+ save: Save;
60
+ removed: Save[];
61
+ copy?: string;
62
+ finished: boolean;
63
+ } | {
64
+ action: "new chat";
65
+ save: string;
66
+ }>;
67
+ /** What the master hears of what the player did with the saves on the dashboard, at the head of their next call (D-359). */
68
+ export declare function playerSaveNews(result: SaveResult): string;
@@ -0,0 +1,141 @@
1
+ import { z } from "zod";
2
+ import { requireCampaign } from "../campaign/index.js";
3
+ import { defineCommand } from "../core/registry.js";
4
+ import { campaignSaves, interruptedLoad, isPlayerDead, loadRefusal, loadRule, loadSave, makeSave, newChatBegun, newChatText, resetPoints, resetSave, saveMode, savesWhy, saveText, wentBackTo, } from "./game-saves.js";
5
+ import { campaignWorld } from "./game-world.js";
6
+ const actions = ["list", "make", "load", "reset", "new chat"];
7
+ export const save = defineCommand({
8
+ name: "save",
9
+ description: "The saves of the campaign, made by themselves at the end of each scene. "
10
+ + "list gives them, with what loading may do under the campaign's saves setting; make saves when the player asks, only with saves free; "
11
+ + "load goes back to a save: with free to any, with checkpoint only to the last and only once the player character is dead, with permadeath never. "
12
+ + "reset starts the campaign over, in every mode, permadeath too. Going back removes what happened since, the later saves too: load or reset only when the player has said so. "
13
+ + "A load that stopped halfway is finished by save load. "
14
+ + "After going back the game goes on only in a new chat: new chat, once the player confirms this chat began after it, never in one that went on before. "
15
+ + "Example: action load, save last.",
16
+ group: "game",
17
+ positionals: ["action", "save"],
18
+ input: z.object({
19
+ action: z.enum(actions).default("list").describe("list, make, load, reset or new chat"),
20
+ label: z.string().optional().describe("make: a few words that name the save, such as before the duel"),
21
+ save: z.string().optional().describe("load: the number of a save, or last"),
22
+ to: z.enum(resetPoints).optional().describe("reset: start, the start of play with the same character (if left out), or session zero, to make the character again"),
23
+ }),
24
+ run(input, context) {
25
+ const root = requireCampaign(context.folder);
26
+ const mode = saveMode(root);
27
+ const saves = campaignSaves(root);
28
+ checkParameters(input);
29
+ if (input.action === "list") {
30
+ return { action: "list", mode, saves };
31
+ }
32
+ // The player confirms the chat began after going back: the game goes on in it (D-362).
33
+ if (input.action === "new chat") {
34
+ const back = wentBackTo(root);
35
+ if (back === undefined) {
36
+ throw new Error("The game did not go back since the last chat began: there is nothing to confirm. Go on with the story.");
37
+ }
38
+ newChatBegun(root);
39
+ return { action: "new chat", save: back };
40
+ }
41
+ if (input.action === "make") {
42
+ if (mode !== "free") {
43
+ throw new Error(`With saves ${mode}, a save is made by itself at the end of each scene; on request only with saves free, which the player may choose with config. Nothing changed.`);
44
+ }
45
+ return { action: "make", save: makeSave(root, context, input.label?.trim() === "" ? undefined : input.label?.trim(), "asked") };
46
+ }
47
+ // A load that stopped halfway is finished first, whatever the mode: it was allowed when it began (SAV-5); never in the place of a reset.
48
+ const interrupted = interruptedLoad(root);
49
+ if (interrupted !== undefined && input.action === "reset") {
50
+ throw new Error(`A load to ${saveText(interrupted)} stopped halfway: save load finishes it first, then reset. Nothing changed.`);
51
+ }
52
+ if (interrupted !== undefined) {
53
+ return { action: "load", save: interrupted, ...loadSave(root, context, interrupted), finished: true };
54
+ }
55
+ // The campaign starting over, from the start of play or from before session zero (SAV-5, D-359, D-361).
56
+ if (input.action === "reset") {
57
+ const to = input.to ?? "start";
58
+ const start = resetSave(saves, savesWhy(root), to);
59
+ if (start === undefined) {
60
+ throw new Error(to === "start"
61
+ ? "There are no saves yet: the start is saved when the campaign enters play, and the end of each scene makes one. Nothing changed."
62
+ : "There is no save before session zero: this campaign was first saved after it. Start over with reset, to start. Nothing changed.");
63
+ }
64
+ return { action: "reset", to, save: start, ...loadSave(root, context, start), finished: false };
65
+ }
66
+ const chosen = chosenSave(saves, input.save);
67
+ const refusal = loadRefusal(mode, saves, chosen, isPlayerDead(campaignWorld(root, context)));
68
+ if (refusal !== undefined) {
69
+ throw new Error(`${refusal} Nothing changed.`);
70
+ }
71
+ return { action: "load", save: chosen, ...loadSave(root, context, chosen), finished: false };
72
+ },
73
+ format(result) {
74
+ if (result.action === "new chat") {
75
+ return `The game goes on in this chat, from save ${result.save}, as status gives it: tell nothing of what came after.`;
76
+ }
77
+ if (result.action === "make") {
78
+ return `Saved: ${saveText(result.save)}.`;
79
+ }
80
+ if (result.action === "reset") {
81
+ const copy = result.copy === undefined ? "" : ` What the reset replaced is in .saves/${result.copy}, to undo it by hand.`;
82
+ return `${resetText(result.to, result.save)}, what happened since gone from the game, every later save too.${copy} ${newChatText}`;
83
+ }
84
+ if (result.action === "load") {
85
+ const removed = result.removed.length === 0 ? "" : ` The later saves are gone: ${result.removed.map((removed) => removed.number).join(", ")}.`;
86
+ const finished = result.finished ? "The load that had stopped halfway is finished. " : "";
87
+ const copy = result.copy === undefined ? "" : ` What the load replaced is in .saves/${result.copy}, to undo it by hand.`;
88
+ return `${finished}Back to ${saveText(result.save)}: the campaign's files are as they were then, and what happened since is gone from the game.${removed}${copy} ${newChatText}`;
89
+ }
90
+ const listed = result.saves.length === 0 ? "No saves yet: one is made at the end of each scene." : `Saves: ${result.saves.map(saveText).join(" · ")}.`;
91
+ return `${listed}\n${loadRule(result.mode)}`;
92
+ },
93
+ });
94
+ /** The save asked for, by its number or last. */
95
+ function chosenSave(saves, asked) {
96
+ if (saves.length === 0) {
97
+ throw new Error("There are no saves yet: one is made at the end of each scene. Nothing changed.");
98
+ }
99
+ const wanted = asked === undefined || asked.trim().toLowerCase() === "last" ? saves.at(-1) : saves.find((candidate) => candidate.number === Number(asked.trim()));
100
+ const twins = wanted === undefined ? [] : saves.filter((candidate) => candidate.number === wanted.number);
101
+ if (twins.length > 1) {
102
+ throw new Error(`Two saves have the number ${wanted?.number}: ${twins.map((twin) => twin.file).join(" and ")}. Rename or remove the one that is a copy, in .saves. Nothing changed.`);
103
+ }
104
+ if (wanted === undefined) {
105
+ throw new Error(`There is no save "${asked}": give its number or last. Saves: ${saves.map(saveText).join(" · ")}.`);
106
+ }
107
+ return wanted;
108
+ }
109
+ function checkParameters(input) {
110
+ if (input.label !== undefined && input.action !== "make") {
111
+ throw new Error(`save ${input.action} does not take label: only make does.`);
112
+ }
113
+ if (input.save !== undefined && input.action !== "load") {
114
+ throw new Error(`save ${input.action} does not take save: only load does.`);
115
+ }
116
+ if (input.to !== undefined && input.action !== "reset") {
117
+ throw new Error(`save ${input.action} does not take to: only reset does.`);
118
+ }
119
+ }
120
+ /** What the master hears of what the player did with the saves on the dashboard, at the head of their next call (D-359). */
121
+ export function playerSaveNews(result) {
122
+ switch (result.action) {
123
+ case "make":
124
+ return `The player saved on the dashboard: ${saveText(result.save)}.`;
125
+ case "load":
126
+ return `The player went back on the dashboard to save ${saveText(result.save)}: the campaign's files are as they were then, and what happened since is gone from the game, `
127
+ + `the later saves too. ${newChatText}`;
128
+ case "reset":
129
+ return `The player started the campaign over on the dashboard. ${resetText(result.to, result.save)}, what happened since gone from the game, every later save too. ${newChatText}`;
130
+ case "new chat":
131
+ return `The player opened a new chat after going back to save ${result.save}, and confirmed it on the dashboard: the game goes on in it, from that save.`;
132
+ default:
133
+ return "";
134
+ }
135
+ }
136
+ /** "Back to the start, 1 - start: the campaign starts over from there with the same character": where a reset went. */
137
+ function resetText(to, save) {
138
+ return to === "start"
139
+ ? `Back to the start, ${saveText(save)}: the campaign starts over from there with the same character`
140
+ : `Back to before session zero, ${saveText(save)}: the campaign starts over, the player character to make again in session zero`;
141
+ }
@@ -0,0 +1,105 @@
1
+ import { z } from "zod";
2
+ /** The order of turns, where the scene has one, and whether the turn is the player's character's. */
3
+ interface Turns {
4
+ order: string[];
5
+ round: number;
6
+ turn: string;
7
+ player: boolean;
8
+ }
9
+ /** Someone in the scene, with their counters. */
10
+ interface Member {
11
+ name: string;
12
+ counters: Record<string, unknown>;
13
+ /** A character's effects with their end, such as "Poisoned until day 1, 19:00". */
14
+ effects?: string[];
15
+ }
16
+ /** Who of the party a scene brought into its place, and what that set off (CON-6). */
17
+ interface Brought {
18
+ moved: string[];
19
+ notes: string[];
20
+ }
21
+ /** The save the end of a scene made, or why it made none (SAV-3). */
22
+ interface Saved {
23
+ saved?: string;
24
+ unsaved?: string;
25
+ }
26
+ export declare const scene: import("../core/registry.ts").Command<z.ZodObject<{
27
+ action: z.ZodEnum<{
28
+ next: "next";
29
+ open: "open";
30
+ add: "add";
31
+ now: "now";
32
+ order: "order";
33
+ hostile: "hostile";
34
+ close: "close";
35
+ leave: "leave";
36
+ calm: "calm";
37
+ }>;
38
+ title: z.ZodOptional<z.ZodString>;
39
+ type: z.ZodOptional<z.ZodEnum<{
40
+ travel: "travel";
41
+ rest: "rest";
42
+ other: "other";
43
+ combat: "combat";
44
+ social: "social";
45
+ exploration: "exploration";
46
+ challenge: "challenge";
47
+ }>>;
48
+ place: z.ZodOptional<z.ZodString>;
49
+ with: z.ZodOptional<z.ZodUnion<readonly [z.ZodString, z.ZodArray<z.ZodString>]>>;
50
+ creatures: z.ZodOptional<z.ZodUnion<readonly [z.ZodUnion<readonly [z.ZodString, z.ZodArray<z.ZodString>]>, z.ZodRecord<z.ZodString, z.ZodNumber>]>>;
51
+ who: z.ZodOptional<z.ZodUnion<readonly [z.ZodString, z.ZodArray<z.ZodString>]>>;
52
+ order: z.ZodOptional<z.ZodUnion<readonly [z.ZodString, z.ZodArray<z.ZodString>]>>;
53
+ now: z.ZodOptional<z.ZodString>;
54
+ summary: z.ZodOptional<z.ZodString>;
55
+ seen: z.ZodOptional<z.ZodUnion<readonly [z.ZodUnion<readonly [z.ZodString, z.ZodArray<z.ZodString>]>, z.ZodRecord<z.ZodString, z.ZodString>]>>;
56
+ }, z.core.$strip>, ({
57
+ action: "open";
58
+ title: string;
59
+ type: string;
60
+ opened?: string;
61
+ place?: string;
62
+ members: Member[];
63
+ around: string;
64
+ part: string;
65
+ } & Brought) | ({
66
+ action: "add";
67
+ title: string;
68
+ place?: string;
69
+ members: Member[];
70
+ ordered: boolean;
71
+ seen?: Record<string, string>;
72
+ } & Brought) | {
73
+ action: "leave";
74
+ left: Member[];
75
+ turns?: Turns;
76
+ noTurns: boolean;
77
+ ended: string[];
78
+ acting?: string;
79
+ } | ({
80
+ action: "order" | "next";
81
+ noTurn: string[];
82
+ ended: string[];
83
+ acting?: string;
84
+ } & Turns) | {
85
+ action: "now";
86
+ title: string;
87
+ now: string;
88
+ } | {
89
+ action: "hostile" | "calm";
90
+ title: string;
91
+ marked: string[];
92
+ hostile: string[];
93
+ } | ({
94
+ action: "close";
95
+ title?: string;
96
+ rounds?: number;
97
+ copies: Member[];
98
+ gone?: Member[];
99
+ unreadable?: string;
100
+ ended: string[];
101
+ endless: string[];
102
+ rewards?: string[];
103
+ quests: string[];
104
+ } & Saved)>;
105
+ export {};